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Engine SDL: Use screen space coordinates for both mouse pointer set and get position
Changed mouse pointer coordinates from client to screen space. Done in order to be consistent with existing engine comments, API help doc string, and how it used to work in Win32 window management code.
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1 changed files with 2 additions and 7 deletions
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@ -64,17 +64,12 @@ S32 PlatformCursorControllerSDL::getDoubleClickHeight()
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void PlatformCursorControllerSDL::setCursorPosition( S32 x, S32 y )
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{
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if( PlatformWindowManager::get() && PlatformWindowManager::get()->getFirstWindow() )
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{
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AssertFatal( dynamic_cast<PlatformWindowSDL*>( PlatformWindowManager::get()->getFirstWindow() ), "");
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PlatformWindowSDL *window = static_cast<PlatformWindowSDL*>( PlatformWindowManager::get()->getFirstWindow() );
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SDL_WarpMouseInWindow(window->getSDLWindow(), x, y);
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}
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SDL_WarpMouseGlobal(x, y);
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}
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void PlatformCursorControllerSDL::getCursorPosition( Point2I &point )
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{
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SDL_GetMouseState( &point.x, &point.y );
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SDL_GetGlobalMouseState( &point.x, &point.y );
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}
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void PlatformCursorControllerSDL::setCursorVisible( bool visible )
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