hedgewars/uWorld.pas
changeset 2162 2bce91404d49
parent 2161 0c8634241fa4
child 2171 8208946331ba
equal deleted inserted replaced
2161:0c8634241fa4 2162:2bce91404d49
   446       end
   446       end
   447    end;
   447    end;
   448 
   448 
   449 if GameState = gsConfirm then DrawCentered(0, cScreenHeight div 2, ConfirmTexture);
   449 if GameState = gsConfirm then DrawCentered(0, cScreenHeight div 2, ConfirmTexture);
   450 
   450 
   451 SetScale(1.5);
   451 SetScale(zoom);
   452 
   452 
   453 glDisable(GL_TEXTURE_2D);
   453 glDisable(GL_TEXTURE_2D);
   454 glDisable(GL_BLEND)
   454 glDisable(GL_BLEND)
   455 end;
   455 end;
   456 
   456 
   477 
   477 
   478 if (not (CurrentTeam^.ExtDriven and isCursorVisible))
   478 if (not (CurrentTeam^.ExtDriven and isCursorVisible))
   479 	and cHasFocus then
   479 	and cHasFocus then
   480 	begin
   480 	begin
   481 	SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
   481 	SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
       
   482 	CursorPoint.X:= CursorPoint.X - cScreenWidth div 2;
   482 //	CursorPoint.X:= round((CursorPoint.X - cScreenWidth / 2) * 2 / cScaleFactor);
   483 //	CursorPoint.X:= round((CursorPoint.X - cScreenWidth / 2) * 2 / cScaleFactor);
   483 //	CursorPoint.Y:= round(CursorPoint.Y * 2 / cScaleFactor);
   484 //	CursorPoint.Y:= round(CursorPoint.Y * 2 / cScaleFactor);
   484 	end;
   485 	end;
   485 
   486 
   486 if (FollowGear <> nil) and (not isCursorVisible) then
   487 if (FollowGear <> nil) and (not isCursorVisible) then
   545    end else
   546    end else
   546    if cHasFocus then
   547    if cHasFocus then
   547       begin
   548       begin
   548       WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
   549       WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
   549       WorldDy:= WorldDy - CursorPoint.Y + prevPoint.Y;
   550       WorldDy:= WorldDy - CursorPoint.Y + prevPoint.Y;
   550       CursorPoint.X:= (cScreenWidth  shr 1);
   551       CursorPoint.X:= 0;
   551       CursorPoint.Y:= (cScreenHeight shr 1);
   552       CursorPoint.Y:= cScreenHeight div 2;
   552       end;
   553       end;
   553 
   554 
   554 if cHasFocus then SDL_WarpMouse(CursorPoint.X, CursorPoint.Y);
   555 if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, CursorPoint.Y);
   555 prevPoint:= CursorPoint;
   556 prevPoint:= CursorPoint;
   556 if WorldDy < cScreenHeight - cWaterLine - cVisibleWater then WorldDy:= cScreenHeight - cWaterLine - cVisibleWater;
   557 if WorldDy < cScreenHeight - cWaterLine - cVisibleWater then WorldDy:= cScreenHeight - cWaterLine - cVisibleWater;
   557 if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
   558 if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
   558 if WorldDx < -round(LAND_WIDTH * 2 / cScaleFactor) then WorldDx:= -round(LAND_WIDTH * 2 / cScaleFactor);
   559 if WorldDx < -round(LAND_WIDTH * 2 / cScaleFactor) then WorldDx:= -round(LAND_WIDTH * 2 / cScaleFactor);
   559 if WorldDx > cw then WorldDx:= cw;
   560 if WorldDx > cw then WorldDx:= cw;