Made UI mouse cursor optional (default is off for now), in games with clickable artwork cursor is visible, application is not taking mouse control anymore (no whatsnew)
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@ -193,6 +193,7 @@ const options_entry emu_options::s_option_entries[] =
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{ OPTION_UI_FONT, "default", OPTION_STRING, "specify a font to use" },
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{ OPTION_RAMSIZE ";ram", NULL, OPTION_STRING, "size of RAM (if supported by driver)" },
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{ OPTION_CONFIRM_QUIT, "0", OPTION_BOOLEAN, "display confirm quit screen on exit" },
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{ OPTION_UI_MOUSE, "0", OPTION_BOOLEAN, "display ui mouse cursor" },
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{ NULL }
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};
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@ -196,6 +196,7 @@ enum
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#define OPTION_RAMSIZE "ramsize"
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#define OPTION_CONFIRM_QUIT "confirm_quit"
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#define OPTION_UI_MOUSE "ui_mouse"
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//**************************************************************************
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@ -348,6 +349,7 @@ public:
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const char *ram_size() const { return value(OPTION_RAMSIZE); }
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bool confirm_quit() const { return bool_value(OPTION_CONFIRM_QUIT); }
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bool ui_mouse() const { return bool_value(OPTION_UI_MOUSE); }
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// device-specific options
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const char *device_option(device_image_interface &image);
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@ -437,7 +437,7 @@ void ui_update_and_render(running_machine &machine, render_container *container)
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else
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popup_text_end = 0;
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if (ui_mouse_show || ui_is_menu_active())
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if (ui_mouse_show || (machine.options().ui_mouse() && ui_is_menu_active()))
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{
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INT32 mouse_target_x, mouse_target_y;
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int mouse_button;
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@ -607,8 +607,7 @@ void winwindow_update_cursor_state(running_machine &machine)
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// 2. we also hide the cursor in full screen mode and when the window doesn't have a menu
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// 3. we also hide the cursor in windowed mode if we're not paused and
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// the input system requests it
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//if (winwindow_has_focus() && ((!video_config.windowed && !win_has_menu(win_window_list)) || (!machine.paused() && wininput_should_hide_mouse())))
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if (winwindow_has_focus())
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if (winwindow_has_focus() && ((!video_config.windowed && !win_has_menu(win_window_list)) || (!machine.paused() && wininput_should_hide_mouse())))
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{
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win_window_info *window = win_window_list;
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RECT bounds;
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