EventThread: Make system cursor visible over black aspect ratio bars
Should be less confusing for the player.
This commit is contained in:
parent
60e967e3b7
commit
3ea24bd757
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@ -83,6 +83,7 @@ enum
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REQUEST_SETCURSORVISIBLE,
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REQUEST_SETCURSORVISIBLE,
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UPDATE_FPS,
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UPDATE_FPS,
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UPDATE_SCREEN_RECT,
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EVENT_COUNT
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EVENT_COUNT
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};
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};
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@ -131,6 +132,8 @@ void EventThread::process(RGSSThreadData &rtData)
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bool displayingFPS = false;
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bool displayingFPS = false;
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bool cursorInWindow = false;
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bool cursorInWindow = false;
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/* Will be updated eventually */
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SDL_Rect gameScreen = { 0, 0, 0, 0 };
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/* SDL doesn't send an initial FOCUS_GAINED event */
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/* SDL doesn't send an initial FOCUS_GAINED event */
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bool windowFocused = true;
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bool windowFocused = true;
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@ -170,7 +173,7 @@ void EventThread::process(RGSSThreadData &rtData)
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delete sMenu;
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delete sMenu;
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sMenu = 0;
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sMenu = 0;
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updateCursorState(cursorInWindow && windowFocused);
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updateCursorState(cursorInWindow && windowFocused, gameScreen);
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}
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}
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continue;
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continue;
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@ -211,14 +214,14 @@ void EventThread::process(RGSSThreadData &rtData)
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case SDL_WINDOWEVENT_ENTER :
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case SDL_WINDOWEVENT_ENTER :
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cursorInWindow = true;
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cursorInWindow = true;
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mouseState.inWindow = true;
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mouseState.inWindow = true;
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updateCursorState(cursorInWindow && windowFocused && !sMenu);
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updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
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break;
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break;
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case SDL_WINDOWEVENT_LEAVE :
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case SDL_WINDOWEVENT_LEAVE :
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cursorInWindow = false;
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cursorInWindow = false;
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mouseState.inWindow = false;
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mouseState.inWindow = false;
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updateCursorState(cursorInWindow && windowFocused && !sMenu);
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updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
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break;
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break;
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@ -229,13 +232,13 @@ void EventThread::process(RGSSThreadData &rtData)
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case SDL_WINDOWEVENT_FOCUS_GAINED :
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case SDL_WINDOWEVENT_FOCUS_GAINED :
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windowFocused = true;
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windowFocused = true;
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updateCursorState(cursorInWindow && windowFocused && !sMenu);
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updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
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break;
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break;
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case SDL_WINDOWEVENT_FOCUS_LOST :
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case SDL_WINDOWEVENT_FOCUS_LOST :
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windowFocused = false;
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windowFocused = false;
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updateCursorState(cursorInWindow && windowFocused && !sMenu);
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updateCursorState(cursorInWindow && windowFocused && !sMenu, gameScreen);
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resetInputStates();
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resetInputStates();
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break;
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break;
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@ -268,7 +271,7 @@ void EventThread::process(RGSSThreadData &rtData)
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if (!sMenu)
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if (!sMenu)
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{
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{
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sMenu = new SettingsMenu(rtData);
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sMenu = new SettingsMenu(rtData);
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updateCursorState(false);
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updateCursorState(false, gameScreen);
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}
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}
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sMenu->raise();
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sMenu->raise();
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@ -374,6 +377,7 @@ void EventThread::process(RGSSThreadData &rtData)
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case SDL_MOUSEMOTION :
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case SDL_MOUSEMOTION :
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mouseState.x = event.motion.x;
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mouseState.x = event.motion.x;
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mouseState.y = event.motion.y;
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mouseState.y = event.motion.y;
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updateCursorState(cursorInWindow, gameScreen);
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break;
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break;
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case SDL_FINGERDOWN :
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case SDL_FINGERDOWN :
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@ -413,7 +417,7 @@ void EventThread::process(RGSSThreadData &rtData)
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case REQUEST_SETCURSORVISIBLE :
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case REQUEST_SETCURSORVISIBLE :
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showCursor = event.user.code;
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showCursor = event.user.code;
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updateCursorState(cursorInWindow);
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updateCursorState(cursorInWindow, gameScreen);
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break;
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break;
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case UPDATE_FPS :
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case UPDATE_FPS :
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@ -438,6 +442,15 @@ void EventThread::process(RGSSThreadData &rtData)
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SDL_SetWindowTitle(win, buffer);
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SDL_SetWindowTitle(win, buffer);
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break;
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break;
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case UPDATE_SCREEN_RECT :
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gameScreen.x = event.user.windowID;
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gameScreen.y = event.user.code;
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gameScreen.w = reinterpret_cast<intptr_t>(event.user.data1);
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gameScreen.h = reinterpret_cast<intptr_t>(event.user.data2);
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updateCursorState(cursorInWindow, gameScreen);
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break;
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}
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}
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}
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}
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@ -532,9 +545,13 @@ void EventThread::setFullscreen(SDL_Window *win, bool mode)
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fullscreen = mode;
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fullscreen = mode;
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}
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}
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void EventThread::updateCursorState(bool inWindow)
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void EventThread::updateCursorState(bool inWindow,
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const SDL_Rect &screen)
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{
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{
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if (inWindow)
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SDL_Point pos = { mouseState.x, mouseState.y };
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bool inScreen = inWindow && SDL_PointInRect(&pos, &screen);
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if (inScreen)
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SDL_ShowCursor(showCursor ? SDL_TRUE : SDL_FALSE);
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SDL_ShowCursor(showCursor ? SDL_TRUE : SDL_FALSE);
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else
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else
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SDL_ShowCursor(SDL_TRUE);
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SDL_ShowCursor(SDL_TRUE);
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@ -640,6 +657,19 @@ void EventThread::notifyFrame()
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SDL_PushEvent(&event);
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SDL_PushEvent(&event);
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}
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}
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void EventThread::notifyGameScreenChange(const SDL_Rect &screen)
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{
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/* We have to get a bit hacky here to fit the rectangle
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* data into the user event struct */
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SDL_Event event;
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event.type = usrIdStart + UPDATE_SCREEN_RECT;
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event.user.windowID = screen.x;
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event.user.code = screen.y;
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event.user.data1 = reinterpret_cast<void*>(screen.w);
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event.user.data2 = reinterpret_cast<void*>(screen.h);
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SDL_PushEvent(&event);
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}
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void SyncPoint::haltThreads()
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void SyncPoint::haltThreads()
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{
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{
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if (mainSync.locked)
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if (mainSync.locked)
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@ -98,12 +98,16 @@ public:
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/* RGSS thread calls this once per frame */
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/* RGSS thread calls this once per frame */
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void notifyFrame();
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void notifyFrame();
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/* Called on game screen (size / offset) changes */
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void notifyGameScreenChange(const SDL_Rect &screen);
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private:
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private:
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static int eventFilter(void *, SDL_Event*);
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static int eventFilter(void *, SDL_Event*);
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void resetInputStates();
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void resetInputStates();
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void setFullscreen(SDL_Window *, bool mode);
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void setFullscreen(SDL_Window *, bool mode);
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void updateCursorState(bool inWindow);
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void updateCursorState(bool inWindow,
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const SDL_Rect &screen);
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bool fullscreen;
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bool fullscreen;
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bool showCursor;
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bool showCursor;
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@ -566,6 +566,9 @@ struct GraphicsPrivate
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glState.viewport.refresh();
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glState.viewport.refresh();
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recalculateScreenSize(threadData);
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recalculateScreenSize(threadData);
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updateScreenResoRatio(threadData);
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updateScreenResoRatio(threadData);
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SDL_Rect screen = { scOffset.x, scOffset.y, scSize.x, scSize.y };
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threadData->ethread->notifyGameScreenChange(screen);
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}
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}
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}
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}
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