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Fix mouse lock/high-dpi 2

This commit is contained in:
erorcun 2020-11-16 15:49:00 +03:00
parent 3b1debaa0d
commit f33ed2892a
2 changed files with 5 additions and 8 deletions

View file

@ -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

View file

@ -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;
}