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Small tweaks.
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c6bc1ea139
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@ -88,9 +88,6 @@ void GameScene::render() {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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static float rotmi = 0;
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static float rotmi = 0;
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if (render_type == 0) {
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if (render_type == 0) {
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@ -775,12 +775,12 @@ void AppWindow::create_default_cursors() {
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}
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}
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}
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}
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void AppWindow::set_cursor_shape(unsigned mode) {
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void AppWindow::set_cursor_shape(const CURSOR_SHAPES mode) {
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_cursorshape = (mode &= 7);
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_cursorshape = static_cast<int>(mode);
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create_default_cursors();
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create_default_cursors();
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glfwSetCursor(_window, mode < 7 ? cursors[mode] : NULL);
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glfwSetCursor(_window, _cursorshape < 7 ? cursors[_cursorshape] : NULL);
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}
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}
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void AppWindow::set_mouse_mode(MouseMode p_mode) {
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void AppWindow::set_mouse_mode(MouseMode p_mode) {
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@ -113,7 +113,7 @@ public:
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CURSOR_SW_AUTO, // software cursor, ui driven. note: this is the only icon that may be recorded or snapshotted
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CURSOR_SW_AUTO, // software cursor, ui driven. note: this is the only icon that may be recorded or snapshotted
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};
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};
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void set_cursor_shape(unsigned shape);
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void set_cursor_shape(const CURSOR_SHAPES shape);
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const char *get_clipboard();
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const char *get_clipboard();
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void set_clipboard(const char *text);
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void set_clipboard(const char *text);
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