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@ -190,6 +190,9 @@ WindowManager::WindowManager(
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mInputBlocker = mGui->createWidget<MyGUI::Widget>("",0,0,w,h,MyGUI::Align::Default,"Windows","");
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//make sure the cursor in the GL context isn't visible
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MyGUI::PointerManager::getInstance().setVisible(false);
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// The HUD is always on
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mHud->setVisible(true);
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@ -302,7 +305,7 @@ void WindowManager::updateVisible()
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mHud->setVisible(true);
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// Mouse is visible whenever we're not in game mode
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MyGUI::PointerManager::getInstance().setVisible(isGuiMode());
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setCursorVisible(isGuiMode());
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bool gameMode = !isGuiMode();
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@ -417,13 +420,13 @@ void WindowManager::updateVisible()
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break;
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case GM_LoadingWallpaper:
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mHud->setVisible(false);
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MyGUI::PointerManager::getInstance().setVisible(false);
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setCursorVisible(false);
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break;
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case GM_Loading:
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MyGUI::PointerManager::getInstance().setVisible(false);
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setCursorVisible(false);
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break;
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case GM_Video:
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MyGUI::PointerManager::getInstance().setVisible(false);
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setCursorVisible(false);
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mHud->setVisible(false);
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break;
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default:
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@ -737,9 +740,15 @@ void WindowManager::setSpellVisibility(bool visible)
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mHud->setEffectVisible (visible);
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}
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void WindowManager::setMouseVisible(bool visible)
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void WindowManager::setCursorVisible(bool visible)
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{
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MyGUI::PointerManager::getInstance().setVisible(visible);
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if(visible == mCursorVisible)
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return;
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mCursorVisible = visible;
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if(mCursorChangeClient != NULL)
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mCursorChangeClient->cursorVisible(visible);
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}
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void WindowManager::setDragDrop(bool dragDrop)
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@ -775,6 +784,7 @@ void WindowManager::onRetrieveTag(const MyGUI::UString& _tag, MyGUI::UString& _r
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{
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mCursorChangeClient = client;
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onCursorChange(PointerManager::getInstance().getDefaultPointer());
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client->cursorVisible(mCursorVisible);
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}
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void WindowManager::onCursorChange(const std::string &name)
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