hedgewars/uCursor.pas
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14514 5ac181cb2396
parent 14284 a3531b520efb
child 14808 9443dc6663ba
permissions -rw-r--r--
Fix bee targeting fail across wrap world edge Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge. How the bee works now: 1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning. 1a) Place target in light area: bee aims for target light area 1b) Place target in gray area: bee aims for target, but flies to gray area first 2) Bee target is recalculated whenever bee passes the wrap world edge.
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unit uCursor;
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interface
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procedure init;
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procedure resetPosition;
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procedure updatePosition;
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procedure handlePositionUpdate(x, y: LongInt);
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implementation
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uses SDLh, uVariables, uTypes;
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procedure init;
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begin
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    resetPosition();
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end;
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procedure resetPosition;
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begin
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    if GameType = gmtRecord then
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        exit;
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    // Move curser by 1px in case it's already centered.
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    // The game camera in the Alpha for 0.9.23 screwed up if
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    // the game started with the mouse already being centered.
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    // This fixes it, but we might have overlooked a related
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    // bug somewhere else.
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    // No big deal since this function is (so far) only called once.
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    SDL_WarpMouse((cScreenWidth div 2) + 1, cScreenHeight div 2);
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    SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
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end;
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procedure updatePosition;
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var x, y: LongInt;
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begin
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	x:= cScreenWidth div 2;
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	y:= cScreenHeight div 2;
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    if GameType <> gmtRecord then
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        SDL_GetMouseState(@x, @y);
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    if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then
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    begin
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        handlePositionUpdate(x - cScreenWidth div 2, y - cScreenHeight div 2);
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        if cHasFocus and (GameType <> gmtRecord) then
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            SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
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    end
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end;
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procedure handlePositionUpdate(x, y: LongInt);
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begin
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    CursorPoint.X:= CursorPoint.X + x;
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    CursorPoint.Y:= CursorPoint.Y - y;
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end;
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end.