only-stats should never create visual gears. and lua should never rely on visual gears being created. critical is just to help ensure ones important to gameplay don't get lost in fast-forward
unit uCursor;
interface
procedure init;
procedure resetPosition;
procedure updatePosition;
procedure handlePositionUpdate(x, y: LongInt);
implementation
uses SDLh, uVariables, uTypes;
procedure init;
begin
resetPosition();
end;
procedure resetPosition;
begin
if GameType = gmtRecord then
exit;
// Move curser by 1px in case it's already centered.
// The game camera in the Alpha for 0.9.23 screwed up if
// the game started with the mouse already being centered.
// This fixes it, but we might have overlooked a related
// bug somewhere else.
// No big deal since this function is (so far) only called once.
SDL_WarpMouse((cScreenWidth div 2) + 1, cScreenHeight div 2);
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
end;
procedure updatePosition;
var x, y: LongInt;
begin
if GameType <> gmtRecord then
SDL_GetMouseState(@x, @y);
if(x <> cScreenWidth div 2) or (y <> cScreenHeight div 2) then
begin
handlePositionUpdate(x - cScreenWidth div 2, y - cScreenHeight div 2);
if cHasFocus and (GameType <> gmtRecord) then
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
end
end;
procedure handlePositionUpdate(x, y: LongInt);
begin
CursorPoint.X:= CursorPoint.X + x;
CursorPoint.Y:= CursorPoint.Y - y;
end;
end.