Update SDL3
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@@ -119,11 +119,11 @@ void Screen::SetCursorVisible(const bool value)
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// Just enable relative mode when cursor is constrained and not visible
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if (CursorLock != CursorLockMode::None && !CursorVisible && focused)
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{
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Input::Mouse->SetRelativeMode(true);
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Input::Mouse->SetRelativeMode(true, win);
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}
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else if (CursorLock == CursorLockMode::None || CursorVisible || !focused)
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{
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Input::Mouse->SetRelativeMode(false);
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Input::Mouse->SetRelativeMode(false, win);
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}
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}
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@@ -158,11 +158,11 @@ void Screen::SetCursorLock(CursorLockMode mode)
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bool focused = win && Engine::HasGameViewportFocus();
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if (CursorLock != CursorLockMode::None && !CursorVisible && focused)
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{
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Input::Mouse->SetRelativeMode(true);
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Input::Mouse->SetRelativeMode(true, win);
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}
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else if (CursorLock == CursorLockMode::None || CursorVisible || !focused)
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{
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Input::Mouse->SetRelativeMode(false);
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Input::Mouse->SetRelativeMode(false, win);
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}
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}
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