diff --git a/app/streaming/input/input.cpp b/app/streaming/input/input.cpp index fb11938b..95db06e0 100644 --- a/app/streaming/input/input.cpp +++ b/app/streaming/input/input.cpp @@ -42,14 +42,6 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, int streamWidth, i // Allow gamepad input when the app doesn't have focus if requested SDL_SetHint(SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS, prefs.backgroundGamepad ? "1" : "0"); - // If absolute mouse mode is enabled, use relative mode warp (which - // is via normal motion events that are influenced by mouse acceleration). - // Otherwise, we'll use raw input capture which is straight from the device - // without modification by the OS. - SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, - prefs.absoluteMouseMode ? "1" : "0", - SDL_HINT_OVERRIDE); - #if !SDL_VERSION_ATLEAST(2, 0, 15) // For older versions of SDL (2.0.14 and earlier), use SDL_HINT_GRAB_KEYBOARD SDL_SetHintWithPriority(SDL_HINT_GRAB_KEYBOARD,