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