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40 lines
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2.6 KiB
HTML
<!doctype html>
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<head>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, initial-scale=1">
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<title>Input.cursor_mode — Ludic</title>
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<meta name="description" content="Hide / lock / confine the OS mouse cursor to the window (windowed).">
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<link rel="stylesheet" href="base.css">
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<link rel="stylesheet" href="docs.css">
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<header class="nav"><div class="wrap nav-in"><a class="brand" href="index.html"><span class="logo">L</span> Ludic</a><button class="nav-toggle" aria-label="Toggle menu" aria-expanded="false">☰</button><nav class="nav-links"><a href="index.html">Home</a><a href="api.html">API Reference</a><a class="nav-cta" href="https://git.workshopsoft.io/workshopsoft/ludic">Source ↗</a></nav></div></header>
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<main class="wrap item">
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<div class="crumbs"><a href="api.html">API Reference</a> <span>›</span> <a href="ns-input.html">Input</a> <span>›</span> <span class="here">Input.cursor_mode</span></div>
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<div class="item-head">
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<span class="kind-badge kind-method">method</span>
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<h1 id="top">Input.cursor_mode</h1>
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</div>
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<code class="sig">Input.cursor_mode(mode)</code>
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<div class="desc"><p>Sets how a windowed game captures the OS mouse cursor:</p><p>- <code>0</code> normal (default) — the cursor is visible and free.
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- <code>1</code> hidden — the cursor is hidden while the window is focused, so a game can draw its own reticle.
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- <code>2</code> locked — hidden and dissociated from the mouse; the mouse feeds <em>relative</em> motion through <a href="input-mouse_dx.html"><code>Input.mouse_dx</code></a> / <code>mouse_dy</code>, and <a href="input-mouse_x.html"><code>Input.mouse_x</code></a> / <code>mouse_y</code> is a clamped virtual cursor — the FPS / twin-stick aim mode.
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- <code>3</code> confined — dissociated but visible; the mouse cannot leave the window.</p><p>The platform **auto-releases** (shows the cursor and reconnects it) while the window is not the key window (Cmd-Tab), and restores it on window close, so the cursor is never left captured. On a headless / non-windowed build it is a no-op.</p></div>
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<div class="examples"><h2>Example</h2><pre data-lang="ludic">program Aim {
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property Tag { n: int = 0 }
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model P { Tag }
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@OnStart handler Boot { Input.cursor_mode(2) } # lock + hide for aiming
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handler Draw phase Render {
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Screen.clear(0x101018)
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Screen.fill_rectangle(Input.mouse_x() - 2, Input.mouse_y() - 2, 4, 4, 0xffcc00)
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Screen.show()
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}
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}</pre></div>
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<script>Ludic.highlightAll(); Ludic.installCards(); Ludic.flashTarget();</script>
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