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Expose shared cursor controls through Game - #915
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This was referenced Oct 12, 2026
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apotema
marked this pull request as ready for review
October 13, 2026 08:20
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Game scripts can now call
game.setCursorVisible(bool)andgame.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
CursorControlscore 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 -j4passed 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.