equal
deleted
inserted
replaced
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; |