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@@ -231,7 +231,7 @@ static void SDLCALL SDL_MouseRelativeCursorVisibleChanged(void *userdata, const
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mouse->relative_mode_hide_cursor = !(SDL_GetStringBoolean(hint, false));
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- SDL_SetCursor(NULL); // Update cursor visibility
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+ SDL_RedrawCursor(); // Update cursor visibility
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}
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static void SDLCALL SDL_MouseIntegerModeChanged(void *userdata, const char *name, const char *oldValue, const char *hint)
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@@ -606,7 +606,7 @@ void SDL_SetMouseFocus(SDL_Window *window)
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}
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// Update cursor visibility
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- SDL_SetCursor(NULL);
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+ SDL_RedrawCursor();
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}
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bool SDL_MousePositionInWindow(SDL_Window *window, float x, float y)
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@@ -1360,7 +1360,7 @@ bool SDL_SetRelativeMouseMode(bool enabled)
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if (enabled) {
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// Update cursor visibility before we potentially warp the mouse
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- SDL_SetCursor(NULL);
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+ SDL_RedrawCursor();
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}
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if (enabled && focusWindow) {
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@@ -1380,7 +1380,7 @@ bool SDL_SetRelativeMouseMode(bool enabled)
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if (!enabled) {
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// Update cursor visibility after we restore the mouse position
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- SDL_SetCursor(NULL);
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+ SDL_RedrawCursor();
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}
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// Flush pending mouse motion - ideally we would pump events, but that's not always safe
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@@ -1720,7 +1720,7 @@ bool SDL_ShowCursor(void)
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if (!mouse->cursor_visible) {
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mouse->cursor_visible = true;
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- SDL_SetCursor(NULL);
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+ SDL_RedrawCursor();
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}
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return true;
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}
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@@ -1731,7 +1731,7 @@ bool SDL_HideCursor(void)
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if (mouse->cursor_visible) {
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mouse->cursor_visible = false;
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- SDL_SetCursor(NULL);
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+ SDL_RedrawCursor();
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}
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return true;
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}
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