hedgewars/uVariables.pas
branchtransitional_engine
changeset 15900 128ace913837
parent 15875 d7b53d08ad9c
child 15901 f39f0f614dbf
equal deleted inserted replaced
15899:73cdc306888f 15900:128ace913837
   301 
   301 
   302     MaxTextureSize: LongInt;
   302     MaxTextureSize: LongInt;
   303 
   303 
   304     SDLwindow: PSDL_Window;
   304     SDLwindow: PSDL_Window;
   305     SDLGLcontext: PSDL_GLContext;
   305     SDLGLcontext: PSDL_GLContext;
   306   
   306 
   307 /////////////////////////////////////
   307 /////////////////////////////////////
   308 //Buttons
   308 //Buttons
   309 {$IFDEF USE_TOUCH_INTERFACE}
   309 {$IFDEF USE_TOUCH_INTERFACE}
   310     buttonScale: GLFloat;
   310     buttonScale: GLFloat;
   311     bounceButtonPressed: boolean;
   311     bounceButtonPressed: boolean;
  2587             ejectX: 10;
  2587             ejectX: 10;
  2588             ejectY: -5)
  2588             ejectY: -5)
  2589         );
  2589         );
  2590 
  2590 
  2591 var
  2591 var
  2592     Land: TCollisionArray;
       
  2593     LandPixels: TLandArray;
  2592     LandPixels: TLandArray;
  2594     LandDirty: TDirtyTag;
  2593     LandDirty: TDirtyTag;
  2595     hasBorder: boolean;
  2594     hasBorder: boolean;
  2596     hasGirders: boolean;
  2595     hasGirders: boolean;
  2597     playHeight, playWidth, leftX, rightX, topY: LongInt;  // idea is that a template can specify height/width.  Or, a map, a height/width by the dimensions of the image.  If the map has pixels near top of image, it triggers border.
  2596     playHeight, playWidth, leftX, rightX, topY: LongInt;  // idea is that a template can specify height/width.  Or, a map, a height/width by the dimensions of the image.  If the map has pixels near top of image, it triggers border.