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authorGreg V <greg@unrelenting.technology>2020-09-28 04:53:15 +0300
committererorcun <erorcunerorcun@hotmail.com.tr>2020-11-18 17:10:56 +0300
commit1544acff059e8e064f9eda8bc4908334b95f6a96 (patch)
treeb4d36e16d9a1c4108c347c0889ea11ba9d63e925 /src/skel
parent7c1497a058cdf877a2e9fbc3ae607ad1cf733c61 (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')
-rw-r--r--src/skel/glfw/glfw.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/src/skel/glfw/glfw.cpp b/src/skel/glfw/glfw.cpp
index 8d1b7d90..1217fc70 100644
--- a/src/skel/glfw/glfw.cpp
+++ b/src/skel/glfw/glfw.cpp
@@ -1670,6 +1670,8 @@ 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 )