diff --git a/app/streaming/input.cpp b/app/streaming/input.cpp index 1bbcc371..a0c08eb7 100644 --- a/app/streaming/input.cpp +++ b/app/streaming/input.cpp @@ -54,8 +54,9 @@ SdlInputHandler::SdlInputHandler(StreamingPreferences& prefs, NvComputer*, int s // 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_SetHint(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, - prefs.mouseAcceleration ? "1" : "0"); + SDL_SetHintWithPriority(SDL_HINT_MOUSE_RELATIVE_MODE_WARP, + prefs.mouseAcceleration ? "1" : "0", + SDL_HINT_OVERRIDE); // We must initialize joystick explicitly before gamecontroller in order // to ensure we receive gamecontroller attach events for gamepads where diff --git a/app/streaming/video/ffmpeg-renderers/dxva2.cpp b/app/streaming/video/ffmpeg-renderers/dxva2.cpp index f2ef3811..8d75ddfc 100644 --- a/app/streaming/video/ffmpeg-renderers/dxva2.cpp +++ b/app/streaming/video/ffmpeg-renderers/dxva2.cpp @@ -685,7 +685,7 @@ bool DXVA2Renderer::initialize(SDL_Window* window, int videoFormat, int width, i // input focus. This glitches out the renderer and a bunch of other stuff. // Direct3D9Ex itself seems to have this minimize on focus loss behavior on its // own, so just disable SDL's handling of the focus loss event. - SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); + SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE); return true; } diff --git a/app/streaming/video/ffmpeg-renderers/sdlvid.cpp b/app/streaming/video/ffmpeg-renderers/sdlvid.cpp index 15a8cd3b..298a2b75 100644 --- a/app/streaming/video/ffmpeg-renderers/sdlvid.cpp +++ b/app/streaming/video/ffmpeg-renderers/sdlvid.cpp @@ -174,7 +174,7 @@ bool SdlRenderer::initialize(SDL_Window* window, // input focus. This glitches out the renderer and a bunch of other stuff. // Direct3D9Ex itself seems to have this minimize on focus loss behavior on its // own, so just disable SDL's handling of the focus loss event. - SDL_SetHint(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0"); + SDL_SetHintWithPriority(SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS, "0", SDL_HINT_OVERRIDE); #endif return true;