use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
unit uCursor;
interface
procedure init;
procedure updatePosition;
implementation
uses SDLh, uVariables;
procedure init;
begin
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
end;
procedure updatePosition;
var x, y: LongInt;
begin
SDL_GetMouseState(@x, @y);
if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then
begin
CursorPoint.X:= CursorPoint.X + x - cScreenWidth div 2;
CursorPoint.Y:= CursorPoint.Y - y + cScreenHeight div 2;
if cHasFocus then
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
end
end;
end.