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Turns out the issue was with fullscreen! All I have to do is factor in the resolution/real window size ratio apparently (which was already done before)
Also changed movemousex/y to INT32
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1 changed files with 3 additions and 3 deletions
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@ -606,7 +606,7 @@ static void Impl_HandleKeyboardEvent(SDL_KeyboardEvent evt, Uint32 type)
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if (event.data1) D_PostEvent(&event);
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if (event.data1) D_PostEvent(&event);
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}
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}
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static int mousemovex, mousemovey;
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static INT32 mousemovex, mousemovey;
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static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
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static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
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{
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{
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@ -629,8 +629,8 @@ static void Impl_HandleMouseMotionEvent(SDL_MouseMotionEvent evt)
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//event.data3 = -evt.yrel;
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//event.data3 = -evt.yrel;
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if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window)
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if (SDL_GetMouseFocus() == window && SDL_GetKeyboardFocus() == window)
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{
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{
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mousemovex += evt.xrel;
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mousemovex += (INT32)lround( evt.xrel * ((float)wwidth / (float)realwidth));
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mousemovey += -evt.yrel;
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mousemovey += (INT32)lround(-evt.yrel * ((float)wheight / (float)realheight));
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SDL_SetWindowGrab(window, SDL_TRUE);
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SDL_SetWindowGrab(window, SDL_TRUE);
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}
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}
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return;
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return;
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