make mouse movement and capture depend on window focus
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		@@ -82,6 +82,8 @@ typedef struct EngineContext {
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    bool resync_flag;
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    bool was_successful;
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    bool render_double_buffered;
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    /* signals mouse focus, used to disable mouse capture */
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    bool window_mouse_resident;
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} EngineContext;
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/* TODO: does it need to be marked with TWN_API? */
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@@ -218,7 +218,7 @@ void input_state_deinit(InputState *input) {
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void input_state_update(InputState *input) {
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    /* TODO: don't spam it if it happens */
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    if (SDL_SetRelativeMouseMode(ctx.game_copy.mouse_capture) != 0)
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    if (SDL_SetRelativeMouseMode(ctx.game_copy.mouse_capture && ctx.window_mouse_resident) != 0)
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        log_warn("(%s) Mouse capture isn't supported.", __func__);
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    int x, y;
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@@ -231,6 +231,8 @@ void input_state_update(InputState *input) {
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    input->mouse_relative_position = (Vec2){ (float)x, (float)y };
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    ctx.game.mouse_position = input->mouse_window_position;
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    if (ctx.window_mouse_resident)
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        ctx.game.mouse_movement = input->mouse_relative_position;
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    for (size_t i = 0; i < shlenu(input->action_hash); ++i) {
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@@ -42,6 +42,16 @@ static int event_callback(void *userdata, SDL_Event *event) {
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            ctx.resync_flag = true;
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            break;
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        case SDL_WINDOWEVENT_FOCUS_LOST: {
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            ctx.window_mouse_resident = false;
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            break;
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        }
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        case SDL_WINDOWEVENT_FOCUS_GAINED: {
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            ctx.window_mouse_resident = true;
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            break;
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        }
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        default:
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            break;
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        }
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@@ -706,6 +716,7 @@ static bool initialize(void) {
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    */
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    ctx.render_double_buffered = true;
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    ctx.window_mouse_resident = true;
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    return true;
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