hedgewars/uCursor.pas
author unc0rr
Wed, 10 Jan 2018 23:49:47 +0100
branchqmlfrontend
changeset 12890 9c259fb4d405
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permissions -rw-r--r--
Pass mouse movements to engine, warp cursor in frontend
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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 handlePositionUpdate(x, y: LongInt);
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function updateMousePosition(cx, cy, x, y: LongInt): boolean; cdecl; export;
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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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    // 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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function updateMousePosition(cx, cy, x, y: LongInt): boolean; cdecl; export;
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begin
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    if (GameState <> gsConfirm)
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            and (GameState <> gsSuspend)
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            and (GameState <> gsExit)
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            and (GameState <> gsLandgen)
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            and (GameState <> gsStart)
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            and cHasFocus
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            and (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu) and autoCameraOn)) 
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            and ((x <> cx) or (y <> cy)) then
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    begin
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        handlePositionUpdate(x - cx, y - cy);
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        updateMousePosition:= true
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    end else
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        updateMousePosition:= false
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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.