author | nemo |
Mon, 12 Mar 2018 19:15:45 -0400 | |
branch | qt5transition |
changeset 13180 | 9f6f2e51d2ef |
parent 12836 | 1fbc0d5a82d0 |
child 12895 | 9c259fb4d405 |
child 13499 | 424944a835a7 |
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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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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interface |
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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procedure init; |
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procedure resetPosition; |
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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procedure updatePosition; |
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procedure handlePositionUpdate(x, y: LongInt); |
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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implementation |
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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uses SDLh, uVariables; |
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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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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// Move curser by 1px in case it's already centered. |
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// The game camera in the Alpha for 0.9.23 screwed up if |
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// the game started with the mouse already being centered. |
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// This fixes it, but we might have overlooked a related |
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// bug somewhere else. |
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// No big deal since this function is (so far) only called once. |
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SDL_WarpMouse((cScreenWidth div 2) + 1, cScreenHeight div 2); |
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SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
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- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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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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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. |