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Hide the cursor when in fullscreen Oculus mode.
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2 changed files with 9 additions and 0 deletions
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@ -1002,6 +1002,7 @@ void Application::setNoise(bool noise) {
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void Application::setFullscreen(bool fullscreen) {
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_window->setWindowState(fullscreen ? (_window->windowState() | Qt::WindowFullScreen) :
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(_window->windowState() & ~Qt::WindowFullScreen));
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updateCursor();
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}
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void Application::setRenderFirstPerson(bool firstPerson) {
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@ -1010,6 +1011,7 @@ void Application::setRenderFirstPerson(bool firstPerson) {
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void Application::setOculus(bool oculus) {
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resizeGL(_glWidget->width(), _glWidget->height());
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updateCursor();
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}
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void Application::setFrustumOffset(bool frustumOffset) {
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@ -2080,6 +2082,11 @@ void Application::setMenuShortcutsEnabled(bool enabled) {
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setShortcutsEnabled(_window->menuBar(), enabled);
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}
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void Application::updateCursor() {
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_glWidget->setCursor(_oculusOn->isChecked() && _window->windowState().testFlag(Qt::WindowFullScreen) ?
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Qt::BlankCursor : Qt::ArrowCursor);
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}
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// when QActionGroup is set to non-exclusive, it doesn't return anything as checked;
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// hence, we must check ourselves
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QAction* Application::checkedVoxelModeAction() const {
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@ -128,6 +128,8 @@ private:
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void setMenuShortcutsEnabled(bool enabled);
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void updateCursor();
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QAction* checkedVoxelModeAction() const;
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static void attachNewHeadToAgent(Agent *newAgent);
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