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authorMartin Kiewitz2010-08-31 13:05:15 +0000
committerMartin Kiewitz2010-08-31 13:05:15 +0000
commitc0b119feda86ea4bc3246868e59e583354656d70 (patch)
tree4a6e60fcb8051f5ac3f481db4c936b56a9493e8e /backends/platform/sdl
parent4ecb2b6047744bf5675529b1d6df8b46ef55ac20 (diff)
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SCI: still set game cursor, when mouse outside
of ScummVM window. Just don't change actual mouse position svn-id: r52472
Diffstat (limited to 'backends/platform/sdl')
-rw-r--r--backends/platform/sdl/graphics.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/backends/platform/sdl/graphics.cpp b/backends/platform/sdl/graphics.cpp
index 865d3a5738..9bf71d1c33 100644
--- a/backends/platform/sdl/graphics.cpp
+++ b/backends/platform/sdl/graphics.cpp
@@ -1395,9 +1395,11 @@ void OSystem_SDL::setMousePos(int x, int y) {
void OSystem_SDL::warpMouse(int x, int y) {
int y1 = y;
- // Don't change mouse position, when mouse is outside of our window (in case of windowed mode)
- if (!(SDL_GetAppState( ) & SDL_APPMOUSEFOCUS))
+ // Don't change actual mouse position, when mouse is outside of our window (in case of windowed mode)
+ if (!(SDL_GetAppState( ) & SDL_APPMOUSEFOCUS)) {
+ setMousePos(x, y); // but change game cursor position
return;
+ }
if (_videoMode.aspectRatioCorrection && !_overlayVisible)
y1 = real2Aspect(y);