Don't show mouse if we don't use it for input.

This commit is contained in:
František Jahoda 2018-01-05 23:22:23 +01:00
parent 173fe4167b
commit efadc1fe65
2 changed files with 13 additions and 9 deletions

View File

@ -2300,13 +2300,17 @@ static void blitCursor(const u8* in)
static void renderCursor()
{
if(studio.mode == TIC_RUN_MODE &&
studio.tic->ram.vram.vars.cursor)
{
SDL_ShowCursor(SDL_DISABLE);
blitCursor(studio.tic->ram.sprites.data[studio.tic->ram.vram.vars.cursor].data);
return;
}
if(studio.mode == TIC_RUN_MODE && !studio.tic->input.mouse)
{
SDL_ShowCursor(SDL_DISABLE);
return;
}
if(studio.mode == TIC_RUN_MODE && studio.tic->ram.vram.vars.cursor)
{
SDL_ShowCursor(SDL_DISABLE);
blitCursor(studio.tic->ram.sprites.data[studio.tic->ram.vram.vars.cursor].data);
return;
}
SDL_ShowCursor(getConfig()->theme.cursor.sprite >= 0 ? SDL_DISABLE : SDL_ENABLE);

View File

@ -1577,7 +1577,7 @@ static void api_tick(tic_mem* tic, tic_tick_data* data)
tic->input.gamepad = 1;
else if(compareMetatag(code, "input", "keyboard", config->singleComment))
tic->input.keyboard = 1;
else tic->input.data = -1;
else tic->input.data = -1; // default is all enabled
data->start = data->counter();
@ -2139,4 +2139,4 @@ void parseCode(const tic_script_config* config, const char* start, u8* color, co
ptr++;
}
}
}