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Use system-native cursor for custom cursor (#3343)
* Use system-specific cursor for custom cursor
Currently, the game draws the cursor as it's own sprite. This is fine in most cases, however, this will cause input lag when the user moves their cursor. This is because the sprite cursor is drawn on every flip, which may lag behind.
The OS (which SDL interfaces) has it's own cursor api, and therefore is preferred, since that sets the display systems physical cursor instead of rendering our own.
* Error handling
* Reset custom cursor when disabled
* Disable by default
Copy file name to clipboardExpand all lines: src/supertux/menu/options_menu.cpp
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@@ -227,6 +227,8 @@ OptionsMenu::refresh()
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.set_help(_("Automatically pause the game when the window loses focus"));
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add_toggle(MNID_CUSTOM_CURSOR, _("Use custom mouse cursor"), &g_config->custom_mouse_cursor).set_help(_("Whether the game renders its own cursor or uses the system's cursor"));
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add_toggle(MNID_CUSTOM_CURSOR, _("Use native custom cursor"), &g_config->custom_system_cursor).set_help(_("Whether the game uses a native custom cursor or renders it in the game"));
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