[Oopsed/Solved] Toggleable mouse cursor

The mouse cursor behavior gets kinda ridiculous when having set a shape (not using the OS default). Basically I just want to be able to toggle between “mouse cursor mode” and “camera/movement mode” like many games do.

SharedPtr<Cursor> cursor;
...
// starting phase
XMLFile* style = cache->GetResource<XMLFile>("UI/DefaultStyle.xml");
UI* ui=GetSubsystem<UI>();
ui->GetRoot()->SetDefaultStyle(style);
cursor=new Cursor(context_);
cursor->SetStyleAuto(style);
ui->SetCursor(cursor);
GetSubsystem<Input>()->SetMouseVisible(true);
...
// in my toggle function
GetSubsystem<Input>()->SetMouseGrabbed(!GetSubsystem<Input>()->IsMouseGrabbed());  // toggle grabbing of mouse
GetSubsystem<Input>()->SetMouseVisible(!GetSubsystem<Input>()->IsMouseVisible());       // ignore mouse cursor (the cursor is still visible but weird when having set a cursor)
if(GetSubsystem<UI>()->GetCursor())                                                                               // toggle the set cursor to 0 to have the default OS cursor again, which is hidden via SetMouseVisible
    GetSubsystem<UI>()->SetCursor(0);
else
    GetSubsystem<UI>()->SetCursor(cursor);

Maybe I’m missing something but such a mode switch shouldn’t be that complicated and hard to do as it currently is.
What about a ui->SetCursorActive(bool) that does basically ui->SetCursor(0) and Input->SetMouseVisible(false) in the false case or SetCursor(last_cursor) and Input->SetMouseVisible(true) in the true case?
There could be also ui->EnableCursor() and ui->DisableCursor().
Am I doing it right and is this intended to be like this?

Urho version is the newest from GitHub and 1.5 behaves the same.

The easy way is to use Input->SetMouseMode(MM_ABSOLUTE) for your UI mode, and Input->SetMouseMode(MM_RELATIVE) for your FPS mode, or sim ply toggling UI cursor visiblity.

Just toggling visibility doesn’t help because when the cursor is set, it is still drawn even when the OS cursor is invisible.

With SetMouseMode I could change my toggle function to:

if(GetSubsystem<Input>()->GetMouseMode()==MM_RELATIVE)
{
    GetSubsystem<Input>()->SetMouseMode(MM_ABSOLUTE);
    GetSubsystem<UI>()->SetCursor(cursor);
}
else
{
    GetSubsystem<Input>()->SetMouseMode(MM_RELATIVE);
    GetSubsystem<UI>()->SetCursor(0);
}

The SetCursor is still weird but it is required. This is a bit better though, but the Cursor being always visible when set to non-OS, via SetCursor, is still odd.

I think hd_ is correct. The cursor is just like any UI-element, so setting the cursor visibility to false should hide the cursor without calling SetCursor(0). Also take note that like OS cursor, the software-rendered cursor will also attempt to return back to its so-called normal shape.

Oh! I didn’t see that it’s a UIElement and has a SetVisible(bool). I thought the only “sane looking option” was input->SetMouseVisible(bool).
No Idea how I missed that. :blush:
Now a switch function could look like:

if(GetSubsystem<Input>()->GetMouseMode()==MM_RELATIVE)
{
    GetSubsystem<Input>()->SetMouseMode(MM_ABSOLUTE);
    cursor->SetVisible(true);
}
else
{
    GetSubsystem<Input>()->SetMouseMode(MM_RELATIVE);
    cursor->SetVisible(false);
}

That looks decent.