Don't show mouse if we don't use it for input.
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										18
									
								
								src/studio.c
									
									
									
									
									
								
							
							
						
						
									
										18
									
								
								src/studio.c
									
									
									
									
									
								
							@@ -2300,13 +2300,17 @@ static void blitCursor(const u8* in)
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static void renderCursor()
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{
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	if(studio.mode == TIC_RUN_MODE &&
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		studio.tic->ram.vram.vars.cursor)
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		{
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			SDL_ShowCursor(SDL_DISABLE);
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			blitCursor(studio.tic->ram.sprites.data[studio.tic->ram.vram.vars.cursor].data);
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			return;
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		}
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	if(studio.mode == TIC_RUN_MODE && !studio.tic->input.mouse)
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	{
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		SDL_ShowCursor(SDL_DISABLE);
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		return;
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	}
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	if(studio.mode == TIC_RUN_MODE && studio.tic->ram.vram.vars.cursor)
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	{
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		SDL_ShowCursor(SDL_DISABLE);
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		blitCursor(studio.tic->ram.sprites.data[studio.tic->ram.vram.vars.cursor].data);
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		return;
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	}
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	SDL_ShowCursor(getConfig()->theme.cursor.sprite >= 0 ? SDL_DISABLE : SDL_ENABLE);
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@@ -1577,7 +1577,7 @@ static void api_tick(tic_mem* tic, tic_tick_data* data)
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					tic->input.gamepad = 1;
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				else if(compareMetatag(code, "input", "keyboard", config->singleComment))
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					tic->input.keyboard = 1;
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				else tic->input.data = -1;
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				else tic->input.data = -1;  // default is all enabled
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				data->start = data->counter();
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