lets try using absolute mice even in fullscreen mode. esentually _windowed_mouse is treated as 1 while fullscreen, instead of forcing grabs+deltas even with the console focused etc.
this should solve hardware cursor issues when fullscreen, and allow csqc ui code to handle only absolute coords. however, this does make sensitivity more awkward, and might not work with joysticks. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4797 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 2 additions and 4 deletions
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@ -525,9 +525,7 @@ void INS_UpdateGrabs(int fullscreen, int activeapp)
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if (!activeapp)
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grabmouse = false;
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else if (fullscreen || in_simulatemultitouch.ival)
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grabmouse = true;
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else if (_windowed_mouse.value)
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else if (fullscreen || in_simulatemultitouch.ival || _windowed_mouse.value)
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{
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if (!Key_MouseShouldBeFree())
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grabmouse = true;
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@ -538,7 +536,7 @@ void INS_UpdateGrabs(int fullscreen, int activeapp)
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grabmouse = false;
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//visiblity
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if (!SCR_HardwareCursorIsActive() && (grabmouse || (activeapp && mousecursor_x > 0 && mousecursor_y > 0 && mousecursor_x < vid.pixelwidth-1 && mousecursor_y < vid.pixelheight-1)))
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if (!SCR_HardwareCursorIsActive() && (fullscreen || in_simulatemultitouch.ival || grabmouse || (activeapp && mousecursor_x > 0 && mousecursor_y > 0 && mousecursor_x < vid.pixelwidth-1 && mousecursor_y < vid.pixelheight-1)))
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INS_HideMouse();
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else
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{
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