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authorerorcun <erorcunerorcun@hotmail.com.tr>2020-11-16 13:49:00 +0100
committererorcun <erorcunerorcun@hotmail.com.tr>2020-11-16 13:49:00 +0100
commitf33ed2892a7a083d10c89b93b0122c6b4100a9a2 (patch)
tree7f34f758a54a6f03f8cef42a2c7497d63fcc2c04
parentFix mouse lock/high-dpi (diff)
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-rw-r--r--src/core/Frontend.cpp7
-rw-r--r--src/skel/glfw/glfw.cpp6
2 files changed, 5 insertions, 8 deletions
diff --git a/src/core/Frontend.cpp b/src/core/Frontend.cpp
index ffcd8b30..b84b691d 100644
--- a/src/core/Frontend.cpp
+++ b/src/core/Frontend.cpp
@@ -5433,6 +5433,10 @@ CMenuManager::SetHelperText(int text)
void
CMenuManager::ShutdownJustMenu()
{
+ // In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
+#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
+ glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
+#endif
m_bMenuActive = false;
CTimer::EndUserPause();
}
@@ -5532,8 +5536,7 @@ CMenuManager::SwitchMenuOnAndOff()
if (m_bMenuActive != menuWasActive) {
m_bMenuStateChanged = true;
- // Keep mouse centered while in game. Done in main.cpp in other conditions.
- // IMPROVED_VIDEOMODE because otherwise there is no way for windowed mode.
+ // In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, m_bMenuActive && m_nPrefsWindowed ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
#endif
diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp
index 86abca64..982e8641 100644
--- a/src/skel/glfw/glfw.cpp
+++ b/src/skel/glfw/glfw.cpp
@@ -885,13 +885,7 @@ void _InputInitialiseJoys()
long _InputInitialiseMouse()
{
-#ifdef IMPROVED_VIDEOMODE
- // May be windowed, transition will be handled in CMenuManager::SwitchMenuOnAndOff()
glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
-#else
- // Always fullscreen, disable mouse
- glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
-#endif
return 0;
}