Implement "show_cursor" attribute in Graphics module
If false (the default), the system cursor is hidden inside the game window.
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					 7 changed files with 105 additions and 41 deletions
				
			
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			@ -81,26 +81,26 @@ RB_METHOD(graphicsFrameReset)
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		return rb_fix_new(value); \
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	}
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#define DEF_GRA_PROP_B(PropName) \
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	RB_METHOD(graphics##Get##PropName) \
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	{ \
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		RB_UNUSED_PARAM; \
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		return rb_bool_new(gState->graphics().get##PropName()); \
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	} \
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	RB_METHOD(graphics##Set##PropName) \
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	{ \
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		RB_UNUSED_PARAM; \
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		bool value; \
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		rb_get_args(argc, argv, "b", &value); \
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		gState->graphics().set##PropName(value); \
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		return rb_bool_new(value); \
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	}
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DEF_GRA_PROP_I(FrameRate)
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DEF_GRA_PROP_I(FrameCount)
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RB_METHOD(graphicsGetFullscreen)
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{
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	RB_UNUSED_PARAM;
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	return rb_bool_new(gState->graphics().getFullscreen());
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}
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RB_METHOD(graphicsSetFullscreen)
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{
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	RB_UNUSED_PARAM;
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	bool mode;
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	rb_get_args(argc, argv, "b", &mode);
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	gState->graphics().setFullscreen(mode);
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	return rb_bool_new(mode);
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}
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DEF_GRA_PROP_B(Fullscreen)
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DEF_GRA_PROP_B(ShowCursor)
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#define INIT_GRA_PROP_BIND(PropName, prop_name_s) \
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{ \
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			@ -120,5 +120,6 @@ void graphicsBindingInit()
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	INIT_GRA_PROP_BIND( FrameRate,  "frame_rate"  );
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	INIT_GRA_PROP_BIND( FrameCount, "frame_count" );
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	INIT_GRA_PROP_BIND( Fullscreen, "fullscreen" );
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	INIT_GRA_PROP_BIND( Fullscreen, "fullscreen"  );
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	INIT_GRA_PROP_BIND( ShowCursor, "show_cursor" );
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}
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