unit uCursor;
interface
procedure init;
procedure resetPosition;
procedure updatePosition;
procedure handlePositionUpdate(x, y: LongInt);
implementation
uses SDLh, uVariables;
{$IFDEF WEBGL}
var offsetx, offsety : Integer;
{$ENDIF}
procedure init;
begin
resetPosition();
end;
procedure resetPosition;
begin
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
end;
procedure updatePosition;
var x, y: LongInt;
{$IFDEF WEBGL}
tx, ty : LongInt;
{$ENDIF}
begin
SDL_GetMouseState(@x, @y);
{$IFDEF WEBGL}
tx := x;
ty := y;
x := x + offsetx;
y := y + offsety;
{$ENDIF}
if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then
begin
handlePositionUpdate(x - cScreenWidth div 2, y - cScreenHeight div 2);
if cHasFocus then
begin
{$IFNDEF WEBGL}
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
{$ELSE}
offsetx := cScreenWidth div 2 - tx;
offsety := cScreenHeight div 2 - ty;
{$ENDIF}
end;
end
end;
procedure handlePositionUpdate(x, y: LongInt);
begin
CursorPoint.X:= CursorPoint.X + x;
CursorPoint.Y:= CursorPoint.Y - y;
end;
end.