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Expose shared cursor controls through Game - #915

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apotema merged 1 commit into
mainfrom
feat/shared-cursor-controls
Oct 13, 2026
Merged

apotema merged 1 commit into
mainfrom
feat/shared-cursor-controls

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@apotema

@apotema apotema commented Oct 12, 2026 •

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Game scripts can now call game.setCursorVisible(bool) and game.isCursorOverWindow() without importing a platform backend. Calls are synchronous so an overlay is drawn only after the system pointer is successfully hidden. Unsupported/unbound backends return false safely.

bindCursorWindow(window) is the host startup seam. Generated startup in the companion assembler change binds it before scripts run. Rebinding restores the previous backend's pointer; game teardown restores it as well. README documents coordinate spaces, hotspot alignment, and usage.

Depends on the shared CursorControls core change (same branch name, used by existing CI sibling checkout logic). Merge/release core first. The assembler binding and bgfx platform implementation complete the feature; games using an older assembler remain safely unbound until regenerated with the companion change.

Validation: zig build test --summary all -j4 passed 1505/1505 tests against the companion core checkout, including unsupported backends, immediate forwarding, failure propagation, rebind, and teardown restoration.

Part of labelle-toolkit/labelle-bgfx#204. Backend: labelle-toolkit/labelle-bgfx#205.

Companion PRs: core #82, engine #915, assembler #820, bgfx #205.

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📝 Code Review ✅ Completed 2026-10-13T08:20:50.454643Z 9cf3d9b Draft marked ready
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