diff options
author | Greg V <greg@unrelenting.technology> | 2020-09-28 04:53:15 +0300 |
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committer | Greg V <greg@unrelenting.technology> | 2020-09-28 04:53:15 +0300 |
commit | 0205960a2fe13174b5dc17abf080b6821a3c883a (patch) | |
tree | dd11ed43979354559086030437a76dcef089eb2d /src/skel/glfw | |
parent | b95accb8ff6a594d1a920b94823b38be3515f149 (diff) |
Use GLFW_CURSOR_DISABLED (glfw's native mouse restriction)
On Wayland, clients cannot move the mouse pointer.
Mouse constraints, as required for 3D camera movement, are an explicit specific thing,
and glfw supports it with GLFW_CURSOR_DISABLED.
Use DISABLED, unless we're in a menu in windowed mode, where HIDDEN is still appropriate.
Diffstat (limited to 'src/skel/glfw')
-rw-r--r-- | src/skel/glfw/glfw.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp index d7054b9c..e954e04b 100644 --- a/src/skel/glfw/glfw.cpp +++ b/src/skel/glfw/glfw.cpp @@ -1628,6 +1628,8 @@ main(int argc, char *argv[]) #endif { glfwPollEvents(); + glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, + (FrontEndMenuManager.m_bMenuActive && !PSGLOBAL(fullScreen)) ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED); if( ForegroundApp ) { switch ( gGameState ) |