Show cursor always, not just in-game.
Will do a cosmetic pass later but unblock using Steam windows that use OS cursor for now.
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1 changed files with 3 additions and 7 deletions
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@ -605,7 +605,7 @@ void MouseCursor::checkSuspension()
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}
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}
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// We're hiding the cursor, force redraw if we were showing it
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// We're hiding the cursor, force redraw if we were showing it
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if (window && gameFocused && !m_imageEmpty ) {
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if (window && !m_imageEmpty ) {
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hasRepaint = true;
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hasRepaint = true;
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XSendEvent(m_display, ourWindow, true, SubstructureRedirectMask, &nudgeEvent);
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XSendEvent(m_display, ourWindow, true, SubstructureRedirectMask, &nudgeEvent);
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}
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}
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@ -642,10 +642,6 @@ void MouseCursor::constrainPosition()
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}
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}
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}
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}
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if (!gameFocused) {
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return;
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}
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auto barricade = [this](int x1, int y1, int x2, int y2) {
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auto barricade = [this](int x1, int y1, int x2, int y2) {
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return XFixesCreatePointerBarrier(m_display, DefaultRootWindow(m_display),
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return XFixesCreatePointerBarrier(m_display, DefaultRootWindow(m_display),
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x1, y1, x2, y2, 0, 0, NULL);
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x1, y1, x2, y2, 0, 0, NULL);
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@ -680,7 +676,7 @@ void MouseCursor::move(int x, int y)
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win *window = find_win(m_display, currentFocusWindow);
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win *window = find_win(m_display, currentFocusWindow);
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if (window && gameFocused) {
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if (window) {
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// If mouse moved and we're on the hook for showing the cursor, repaint
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// If mouse moved and we're on the hook for showing the cursor, repaint
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if (!m_hideForMovement && !m_imageEmpty) {
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if (!m_hideForMovement && !m_imageEmpty) {
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hasRepaint = true;
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hasRepaint = true;
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@ -1097,7 +1093,7 @@ paint_all(Display *dpy, MouseCursor *cursor)
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}
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}
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// Draw cursor if we need to
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// Draw cursor if we need to
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if (w && gameFocused) {
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if (w) {
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cursor->paint(w, &composite, &pipeline );
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cursor->paint(w, &composite, &pipeline );
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}
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}
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