- Removed TheInvisibleCursor, since passing NULL to SetCursor() has exactly the same effect.
- Two tweaks to raw mouse input to make it better behaved when the window suddenly has focus
removed (e.g. because of a debugger break):
* Keep the pointer centered in the window, as for Win32Mouse. Even though it's not generating
any traditional input events, it's still moving all over the screen. e.g. If we have focus
yanked away and you're pressing the right mouse button as it happens, you can suddenly find
yourself with a popup menu open.
* Use SetCursorState() like the other mouse modes instead of ShowCursor() to hide the
pointer. This way, we don't need to worry about being stuck with trying to use the system
with an invisible pointer, because only the game window will be pointer-less.
SVN r2495 (trunk)
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parent
f5a1aa994b
commit
d32d8b4f9f
4 changed files with 48 additions and 51 deletions
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@ -118,7 +118,7 @@ extern BYTE *ST_Util_BitsForBitmap (BITMAPINFO *bitmap_info);
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extern EXCEPTION_POINTERS CrashPointers;
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extern BITMAPINFO *StartupBitmap;
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extern UINT TimerPeriod;
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extern HCURSOR TheArrowCursor, TheInvisibleCursor;
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extern HCURSOR TheArrowCursor;
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// PUBLIC DATA DEFINITIONS -------------------------------------------------
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@ -931,7 +931,6 @@ void DoMain (HINSTANCE hInstance)
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x = y = 0;
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}
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TheInvisibleCursor = LoadCursor (hInstance, MAKEINTRESOURCE(IDC_INVISIBLECURSOR));
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TheArrowCursor = LoadCursor (NULL, IDC_ARROW);
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WNDCLASS WndClass;
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