author | Wuzzy <almikes@aol.com> |
Sat, 08 Apr 2017 18:36:12 +0200 | |
changeset 12192 | de9144250c37 |
parent 10017 | de822cd3df3a |
child 12659 | 545e1198e8b9 |
permissions | -rw-r--r-- |
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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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 updatePosition; |
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procedure handlePositionUpdate(x, y: LongInt); |
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implementation |
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uses SDLh, uVariables; |
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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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SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
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end; |
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procedure updatePosition; |
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var x, y: LongInt; |
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begin |
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SDL_GetMouseState(@x, @y); |
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if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then |
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begin |
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handlePositionUpdate(x - cScreenWidth div 2, y - cScreenHeight div 2); |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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if cHasFocus then |
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SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
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end |
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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. |