Release the operator cursor for cursor-clipping games
Games that ClipCursor / re-center via SetCursorPos while focused trap the operator's mouse (the focus spoof makes them think they're always focused), so the operator can't reach the overlay. The Focus subsystem now inline-hooks ClipCursor and SetCursorPos (stdcall trampolines): while "release" is requested it forces ClipCursor(NULL) and swallows the re-centering SetCursorPos; otherwise it passes them through. It frees any existing clip at install and re-frees each worker tick (covers one-time clippers and a runtime clip->release toggle). Host: protocol v10->v11 adds HookControl::allow_cursor_clip (0 = release, the default). The Injection panel gets a "Release operator cursor" checkbox and an F2 hotkey (InjectionPanel::toggle_cursor_release); default released, since the guest plays via the pad so the game's clip is operator-only. Verified: full build x64 + x86 clean; ctest x64 9/9, x86 3/3. The cursor behavior against a real clipping game (Trails through Daybreak) needs a live injected session to confirm; logic reviewed. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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@@ -198,6 +198,7 @@ DWORD WINAPI worker_thread(LPVOID)
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coop::hook::republish_audio_format();
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}
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coop::hook::update_input_diagnostics(g_ipc); // refreshes each tick; registrations can change
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coop::hook::release_cursor_tick(); // free the operator's mouse if requested (no-op otherwise)
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coop::hook::hook_publish(g_ipc); // installed-hooks list + call counts
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g_ipc.heartbeat();
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