feat(input): #89 cursor capture — Input.cursor_mode (hide/lock/confine)
A windowed action game can hide the OS cursor and lock/confine the mouse to the window. Input.cursor_mode(mode): 0 normal, 1 hidden (draw your own reticle), 2 locked (hidden + dissociated — the mouse feeds relative motion via Input.mouse_dx/dy and Input.mouse_x/y is a clamped virtual cursor, FPS/twin-stick aim), 3 confined (dissociated but visible; the mouse can't leave the window). The platform auto-releases (shows + reconnects) while the window is not key (Cmd-Tab) and on close, so the cursor is never left captured. Headless it is a no-op (DCE'd). Native macOS impl in cocoa.ll: [NSCursor hide]/[unhide] (ref-counted, toggled only on change so the count stays balanced across focus changes), CGAssociateMouseAndMouseCursorPosition, and CGGetLastMouseDelta for the relative virtual cursor, behind a new win_cursor_mode intrinsic. Windowed-only behaviour (not in the headless golden suite); example compiles headless and links windowed. Full suite 115/0, fixpoint holds. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
f3f1336882
commit
3eb5447f74
11 changed files with 26543 additions and 26240 deletions
|
|
@ -402,6 +402,20 @@ function input_strength(name: pointer) -> fixed {
|
|||
return fixed(0)
|
||||
}
|
||||
|
||||
# ---- cursor capture (#89) --------------------------------------------------
|
||||
# Set the OS cursor mode for a windowed game:
|
||||
# 0 normal — cursor visible and free (default).
|
||||
# 1 hidden — cursor hidden while the window is focused (draw your own reticle).
|
||||
# 2 locked — hidden + dissociated; the mouse feeds relative motion through
|
||||
# Input.mouse_dx/dy and Input.mouse_x/y is a clamped virtual cursor
|
||||
# (the FPS / twin-stick capture mode).
|
||||
# 3 confined — dissociated but visible; the mouse cannot leave the window.
|
||||
# The platform auto-releases (shows + reconnects) while the window is not key
|
||||
# (Cmd-Tab) and on close. Headless / non-windowed: a no-op.
|
||||
function input_cursor_mode(mode: int) -> void {
|
||||
if is_windowed() { win_cursor_mode(mode) }
|
||||
}
|
||||
|
||||
# ---- mouse -----------------------------------------------------------------
|
||||
function input_mouse_x() -> int { in_init(); return in_mx }
|
||||
function input_mouse_y() -> int { in_init(); return in_my }
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue