equal
deleted
inserted
replaced
7 procedure updatePosition; |
7 procedure updatePosition; |
8 procedure handlePositionUpdate(x, y: LongInt); |
8 procedure handlePositionUpdate(x, y: LongInt); |
9 |
9 |
10 implementation |
10 implementation |
11 |
11 |
12 uses SDLh, uVariables; |
12 uses SDLh, uVariables, uTypes; |
13 |
13 |
14 procedure init; |
14 procedure init; |
15 begin |
15 begin |
16 resetPosition(); |
16 resetPosition(); |
17 end; |
17 end; |
18 |
18 |
19 procedure resetPosition; |
19 procedure resetPosition; |
20 begin |
20 begin |
|
21 if GameType = gmtRecord then |
|
22 exit; |
21 // Move curser by 1px in case it's already centered. |
23 // Move curser by 1px in case it's already centered. |
22 // The game camera in the Alpha for 0.9.23 screwed up if |
24 // The game camera in the Alpha for 0.9.23 screwed up if |
23 // the game started with the mouse already being centered. |
25 // the game started with the mouse already being centered. |
24 // This fixes it, but we might have overlooked a related |
26 // This fixes it, but we might have overlooked a related |
25 // bug somewhere else. |
27 // bug somewhere else. |
29 end; |
31 end; |
30 |
32 |
31 procedure updatePosition; |
33 procedure updatePosition; |
32 var x, y: LongInt; |
34 var x, y: LongInt; |
33 begin |
35 begin |
34 SDL_GetMouseState(@x, @y); |
36 if GameType <> gmtRecord then |
|
37 SDL_GetMouseState(@x, @y); |
35 |
38 |
36 if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then |
39 if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then |
37 begin |
40 begin |
38 handlePositionUpdate(x - cScreenWidth div 2, y - cScreenHeight div 2); |
41 handlePositionUpdate(x - cScreenWidth div 2, y - cScreenHeight div 2); |
39 |
42 |
40 if cHasFocus then |
43 if cHasFocus and (GameType <> gmtRecord) then |
41 SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
44 SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
42 end |
45 end |
43 end; |
46 end; |
44 |
47 |
45 procedure handlePositionUpdate(x, y: LongInt); |
48 procedure handlePositionUpdate(x, y: LongInt); |