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Update rcore_desktop_sdl.c
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ec06f9be37
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@ -104,7 +104,6 @@ typedef struct {
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SDL_GameController *gamepad[MAX_GAMEPADS];
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SDL_JoystickID gamepadId[MAX_GAMEPADS]; // Joystick instance ids, they do not start from 0
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SDL_Cursor *cursor;
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bool cursorRelative;
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} PlatformData;
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//----------------------------------------------------------------------------------
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@ -1209,13 +1208,13 @@ void EnableCursor(void)
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SDL_SetRelativeMouseMode(SDL_FALSE);
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#if defined(USING_VERSION_SDL3)
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// SDL_ShowCursor() has been split into three functions: SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
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// NOTE: SDL_ShowCursor() has been split into three functions:
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// SDL_ShowCursor(), SDL_HideCursor(), and SDL_CursorVisible()
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SDL_ShowCursor();
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#else
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SDL_ShowCursor(SDL_ENABLE);
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#endif
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platform.cursorRelative = false;
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CORE.Input.Mouse.cursorLocked = false;
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}
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@ -1224,7 +1223,6 @@ void DisableCursor(void)
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{
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SDL_SetRelativeMouseMode(SDL_TRUE);
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platform.cursorRelative = true;
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CORE.Input.Mouse.cursorLocked = true;
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}
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@ -1332,7 +1330,7 @@ void PollInputEvents(void)
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CORE.Input.Mouse.currentWheelMove.y = 0;
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// Register previous mouse position
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if (platform.cursorRelative) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
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if (CORE.Input.Mouse.cursorLocked) CORE.Input.Mouse.currentPosition = (Vector2){ 0.0f, 0.0f };
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else CORE.Input.Mouse.previousPosition = CORE.Input.Mouse.currentPosition;
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// Reset last gamepad button/axis registered state
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@ -1634,7 +1632,7 @@ void PollInputEvents(void)
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} break;
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case SDL_MOUSEMOTION:
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{
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if (platform.cursorRelative)
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if (CORE.Input.Mouse.cursorLocked)
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{
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CORE.Input.Mouse.currentPosition.x = (float)event.motion.xrel;
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CORE.Input.Mouse.currentPosition.y = (float)event.motion.yrel;
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