diff -r bf3cf6e60673 -r 75a1d84ac606 hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Mon Feb 13 08:18:59 2012 +0100 +++ b/hedgewars/uWorld.pas Wed Feb 15 16:23:59 2012 +0100 @@ -211,40 +211,56 @@ {$IFDEF USE_TOUCH_INTERFACE} //positioning of the buttons buttonScale:= 1.5/cDefaultZoomLevel; -firebuttonX:= (cScreenWidth shr 1) - Round(spritesData[sprFireButton].Texture^.h * buttonScale); -firebuttonY:= -Round(spritesData[sprFireButton].Texture^.h* buttonScale) + cScreenHeight; -firebuttonW:= Round(spritesData[sprFireButton].Texture^.w * buttonScale); -firebuttonH:= Round(spritesData[sprFireButton].Texture^.h * buttonScale); + +//TODO: add sensible hOffset and vOffset values +firebutton.x:= (cScreenWidth shr 1) - Round(spritesData[sprFireButton].Texture^.h * buttonScale); +firebutton.y:= -Round(spritesData[sprFireButton].Texture^.h* buttonScale) + cScreenHeight; +firebutton.width:= Round(spritesData[sprFireButton].Texture^.w * buttonScale); +firebutton.height:= Round(spritesData[sprFireButton].Texture^.h * buttonScale); +firebutton.hOffset:= 0; +firebutton.vOffset:= 0; -backjumpX:= (cScreenWidth shr 1) - Round(spritesData[sprbackjump].Texture^.h * 2 * buttonScale); -backjumpY:= -Round(spritesData[sprbackjump].Texture^.h * 1.2 * buttonScale) + cScreenHeight; -backjumpW:= Round(spritesData[sprbackjump].Texture^.w * buttonScale); -backjumpH:= Round(spritesData[sprbackjump].Texture^.h * buttonScale); +backjump.x:= (cScreenWidth shr 1) - Round(spritesData[sprbackjump].Texture^.h * 2 * buttonScale); +backjump.y:= -Round(spritesData[sprbackjump].Texture^.h * 1.2 * buttonScale) + cScreenHeight; +backjump.width:= Round(spritesData[sprbackjump].Texture^.w * buttonScale); +backjump.height:= Round(spritesData[sprbackjump].Texture^.h * buttonScale); +backjump.hOffset:= 0; +backjump.vOffset:= 0; -forwardjumpX:= (cScreenWidth shr 1) - Round(spritesData[sprforwardjump].Texture^.h * 1.2 * buttonScale); -forwardjumpY:= -Round(spritesData[sprforwardjump].Texture^.h * 2 * buttonScale) + cScreenHeight; -forwardjumpW:= Round(spritesData[sprforwardjump].Texture^.w * buttonScale); -forwardjumpH:= Round(spritesData[sprforwardjump].Texture^.h * buttonScale); +forwardjump.x:= (cScreenWidth shr 1) - Round(spritesData[sprforwardjump].Texture^.h * 1.2 * buttonScale); +forwardjump.y:= -Round(spritesData[sprforwardjump].Texture^.h * 2 * buttonScale) + cScreenHeight; +forwardjump.width:= Round(spritesData[sprforwardjump].Texture^.w * buttonScale); +forwardjump.height:= Round(spritesData[sprforwardjump].Texture^.h * buttonScale); +forwardjump.hOffset:= 0; +forwardjump.vOffset:= 0; -arrowLeftX:= -(cScreenWidth shr 1); -arrowLeftY:= -Round(spritesData[sprArrowLeft].Texture^.h*buttonScale) + cScreenHeight - Round(spritesData[sprArrowLeft].Texture^.h*buttonScale); -arrowLeftW:= Round(spritesData[sprArrowLeft].Texture^.h * buttonScale); -arrowLeftH:= Round(spritesData[sprArrowLeft].Texture^.h * buttonScale); +arrowLeft.x:= -(cScreenWidth shr 1); +arrowLeft.y:= -Round(spritesData[sprArrowLeft].Texture^.h*buttonScale) + cScreenHeight - Round(spritesData[sprArrowLeft].Texture^.h*buttonScale); +arrowLeft.width:= Round(spritesData[sprArrowLeft].Texture^.h * buttonScale); +arrowLeft.height:= Round(spritesData[sprArrowLeft].Texture^.h * buttonScale); +arrowLeft.hOffset:= 0; +arrowLeft.vOffset:= 0; -arrowRightX:= -(cScreenWidth shr 1)+ Round(spritesData[sprArrowUp].Texture^.h * buttonScale *2); -arrowRightY:= -Round(spritesData[sprArrowRight].Texture^.h*buttonScale) + cScreenHeight - Round(spritesData[sprArrowRight].Texture^.h*buttonScale); -arrowRightW:= Round(spritesData[sprArrowRight].Texture^.w * buttonScale); -arrowRightH:= Round(spritesData[sprArrowRight].Texture^.h * buttonScale); +arrowRight.x:= -(cScreenWidth shr 1)+ Round(spritesData[sprArrowUp].Texture^.h * buttonScale *2); +arrowRight.y:= -Round(spritesData[sprArrowRight].Texture^.h*buttonScale) + cScreenHeight - Round(spritesData[sprArrowRight].Texture^.h*buttonScale); +arrowRight.width:= Round(spritesData[sprArrowRight].Texture^.w * buttonScale); +arrowRight.height:= Round(spritesData[sprArrowRight].Texture^.h * buttonScale); +arrowRight.hOffset:= 0; +arrowRight.vOffset:= 0; -arrowUpX:= -(cScreenWidth shr 1) + Round(spritesData[sprArrowUp].Texture^.h * buttonScale); -arrowUpY:= -Round(spritesData[sprArrowUp].Texture^.h*buttonScale) + cScreenHeight - Round(spritesData[sprArrowUp].Texture^.h*buttonScale*2); -arrowUpW:= Round(spritesData[sprArrowUp].Texture^.w * buttonScale); -arrowUpH:= Round(spritesData[sprArrowUp].Texture^.h * buttonScale); +arrowUp.x:= -(cScreenWidth shr 1) + Round(spritesData[sprArrowUp].Texture^.h * buttonScale); +arrowUp.y:= -Round(spritesData[sprArrowUp].Texture^.h*buttonScale) + cScreenHeight - Round(spritesData[sprArrowUp].Texture^.h*buttonScale*2); +arrowUp.width:= Round(spritesData[sprArrowUp].Texture^.w * buttonScale); +arrowUp.height:= Round(spritesData[sprArrowUp].Texture^.h * buttonScale); +arrowUp.hOffset:= 0; +arrowUp.vOffset:= 0; -arrowDownX:= -(cScreenWidth shr 1) + Round(spritesData[sprArrowUp].Texture^.h * buttonScale); -arrowDownY:= -Round(spritesData[sprArrowDown].Texture^.h*buttonscale) + cScreenHeight; -arrowDownW:= Round(spritesData[sprArrowDown].Texture^.w * buttonScale); -arrowDownH:= Round(spritesData[sprArrowDown].Texture^.h * buttonScale); +arrowDown.x:= -(cScreenWidth shr 1) + Round(spritesData[sprArrowUp].Texture^.h * buttonScale); +arrowDown.y:= -Round(spritesData[sprArrowDown].Texture^.h*buttonscale) + cScreenHeight; +arrowDown.width:= Round(spritesData[sprArrowDown].Texture^.w * buttonScale); +arrowDown.height:= Round(spritesData[sprArrowDown].Texture^.h * buttonScale); +arrowDown.hOffset:= 0; +arrowDown.vOffset:= 0; {$ENDIF} end; @@ -1095,14 +1111,14 @@ {$IFDEF USE_TOUCH_INTERFACE} // Draw buttons Related to the Touch interface -DrawTexture(arrowLeftX, arrowLeftY,spritesData[sprArrowLeft].Texture, buttonScale); -DrawTexture(arrowRightX, arrowRightY,spritesData[sprArrowRight].Texture, buttonScale); -DrawTexture(arrowUpX, arrowUpY,spritesData[sprArrowUp].Texture, buttonScale); -DrawTexture(arrowDownX, arrowDownY,spritesData[sprArrowDown].Texture, buttonScale); +DrawTexture(arrowLeft.x, arrowLeft.y, spritesData[sprArrowLeft].Texture, buttonScale); +DrawTexture(arrowRight.x, arrowRight.y, spritesData[sprArrowRight].Texture, buttonScale); +DrawTexture(arrowUp.x, arrowUp.y, spritesData[sprArrowUp].Texture, buttonScale); +DrawTexture(arrowDown.x, arrowDown.y, spritesData[sprArrowDown].Texture, buttonScale); -DrawTexture(fireButtonX, firebuttonY, spritesData[sprFireButton].Texture, buttonScale); -DrawTexture(backjumpX, backjumpY, spritesData[sprBackjump].Texture, buttonScale); -DrawTexture(forwardjumpX, forwardjumpY, spritesData[sprForwardjump].Texture, buttonScale); +DrawTexture(fireButton.x, firebutton.y, spritesData[sprFireButton].Texture, buttonScale); +DrawTexture(backjump.x, backjump.y, spritesData[sprBackjump].Texture, buttonScale); +DrawTexture(forwardjump.x, forwardjump.y, spritesData[sprForwardjump].Texture, buttonScale); {$ENDIF} // Teams Healths