BACKENDS: Also hide mouse cursor outside game area when an engine has hidden the cursor
The only reason we show the system cursor outside the game area is to show users where their mouse is when the window is resized and the mouse is outside the game area. If the game cannot be interacted with, then the mouse also does not need to be shown in the black areas.
This commit is contained in:
parent
de2bbe3b97
commit
da0a8db704
7 changed files with 46 additions and 40 deletions
|
@ -107,7 +107,6 @@ public:
|
|||
virtual void clearOverlay() override;
|
||||
virtual void grabOverlay(void *buf, int pitch) const override;
|
||||
|
||||
virtual bool showMouse(bool visible) override;
|
||||
virtual void setMouseCursor(const void *buf, uint w, uint h, int hotspotX, int hotspotY, uint32 keycolor, bool dontScale, const Graphics::PixelFormat *format) override;
|
||||
virtual void setCursorPalette(const byte *colors, uint start, uint num) override;
|
||||
|
||||
|
@ -395,11 +394,6 @@ protected:
|
|||
*/
|
||||
uint32 _cursorKeyColor;
|
||||
|
||||
/**
|
||||
* Whether the cursor is actually visible.
|
||||
*/
|
||||
bool _cursorVisible;
|
||||
|
||||
/**
|
||||
* Whether no cursor scaling should be applied.
|
||||
*/
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue