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Fix mouse lock/high-dpi 2
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3b1debaa0d
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@ -5433,6 +5433,10 @@ CMenuManager::SetHelperText(int text)
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void
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CMenuManager::ShutdownJustMenu()
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{
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// In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
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#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
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m_bMenuActive = false;
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CTimer::EndUserPause();
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}
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@ -5532,8 +5536,7 @@ CMenuManager::SwitchMenuOnAndOff()
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if (m_bMenuActive != menuWasActive) {
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m_bMenuStateChanged = true;
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// Keep mouse centered while in game. Done in main.cpp in other conditions.
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// IMPROVED_VIDEOMODE because otherwise there is no way for windowed mode.
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// In case we're windowed, keep mouse centered while in game. Done in main.cpp in other conditions.
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#if defined(RW_GL3) && defined(IMPROVED_VIDEOMODE)
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, m_bMenuActive && m_nPrefsWindowed ? GLFW_CURSOR_HIDDEN : GLFW_CURSOR_DISABLED);
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#endif
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@ -885,13 +885,7 @@ void _InputInitialiseJoys()
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long _InputInitialiseMouse()
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{
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#ifdef IMPROVED_VIDEOMODE
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// May be windowed, transition will be handled in CMenuManager::SwitchMenuOnAndOff()
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
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#else
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// Always fullscreen, disable mouse
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glfwSetInputMode(PSGLOBAL(window), GLFW_CURSOR, GLFW_CURSOR_DISABLED);
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#endif
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return 0;
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}
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