Removed pointer visibility handling code from the input manager, it has nothing to do there and caused bugs (e.g. hiding cursor during input sensing)

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@5404 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria
2010-05-07 17:17:07 +00:00
parent e969e91e9e
commit 0bb238e66a

View File

@@ -28,7 +28,6 @@
#include "main_loop.hpp"
#include "config/player.hpp"
#include "config/user_config.hpp"
#include "graphics/irr_driver.hpp"
#include "guiengine/modaldialog.hpp"
#include "guiengine/engine.hpp"
#include "guiengine/event_handler.hpp"
@@ -736,7 +735,7 @@ void InputManager::setMode(InputDriverMode new_mode)
// supresses to the notification of them as an input.
m_mouse_val_x = m_mouse_val_y = 0;
irr_driver->showPointer();
//irr_driver->showPointer();
m_mode = MENU;
break;
@@ -754,7 +753,7 @@ void InputManager::setMode(InputDriverMode new_mode)
case INPUT_SENSE_GAMEPAD:
// Leaving input sense mode.
irr_driver->showPointer();
//irr_driver->showPointer();
m_sensed_input_high.clear();
// The order is deliberate just in case someone starts to make
@@ -768,7 +767,7 @@ void InputManager::setMode(InputDriverMode new_mode)
break;
case LOWLEVEL:
// Leaving lowlevel mode.
irr_driver->showPointer();
//irr_driver->showPointer();
m_mode = MENU;
@@ -793,7 +792,7 @@ void InputManager::setMode(InputDriverMode new_mode)
// Installs the action map for the ingame mode.
// m_action_map = UserConfigParams::newIngameActionMap();
irr_driver->hidePointer();
//irr_driver->hidePointer();
m_mode = INGAME;
@@ -811,7 +810,7 @@ void InputManager::setMode(InputDriverMode new_mode)
m_mouse_val_x = m_mouse_val_y = 0;
m_sensed_input = new Input();
irr_driver->hidePointer();
//irr_driver->hidePointer();
m_mode = new_mode;
@@ -823,7 +822,7 @@ void InputManager::setMode(InputDriverMode new_mode)
// We must be in menu mode now in order to switch.
assert (m_mode == MENU);
irr_driver->hidePointer();
//irr_driver->hidePointer();
m_mode = LOWLEVEL;