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Update rcore_desktop_sdl.c

pull/5290/head
Ray 2 days ago
parent
commit
77b9214575
1 changed files with 4 additions and 6 deletions
  1. +4
    -6
      src/platforms/rcore_desktop_sdl.c

+ 4
- 6
src/platforms/rcore_desktop_sdl.c View File

@ -104,7 +104,6 @@ typedef struct {
SDL_GameController *gamepad[MAX_GAMEPADS];
SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
SDL_Cursor *cursor;
bool cursorRelative;
} PlatformData;
//----------------------------------------------------------------------------------
@ -1209,13 +1208,13 @@ void EnableCursor(void)
SDL_SetRelativeMouseMode(SDL_FALSE);
#if defined(USING_VERSION_SDL3)
// SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
// NOTE: SDL_ShowCursor() has been split into three functions:
// SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
SDL_ShowCursor();
#else
SDL_ShowCursor(SDL_ENABLE);
#endif
platform.cursorRelative = false;
CORE.Input.Mouse.cursorLocked = false;
}
@ -1224,7 +1223,6 @@ void DisableCursor(void)
{
SDL_SetRelativeMouseMode(SDL_TRUE);
platform.cursorRelative = true;
CORE.Input.Mouse.cursorLocked = true;
}
@ -1332,7 +1330,7 @@ void PollInputEvents(void)
CORE.Input.Mouse.currentWheelMove.y = 0;
// Register previous mouse position
if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
if (CORE.Input.Mouse.cursorLocked) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
// Reset last gamepad button/axis registered state
@ -1634,7 +1632,7 @@ void PollInputEvents(void)
} break;
case SDL_MOUSEMOTION:
{
if (platform.cursorRelative)
if (CORE.Input.Mouse.cursorLocked)
{
CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel;
CORE.Input.Mouse.currentPosition.y = (float)event.motion.yrel;

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