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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@@ -181,6 +181,7 @@ void InjectionPanel::inject_selected()
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server_.set_subsystem_enabled(HookSubsys_Audio, want_audio_);
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server_.set_subsystem_enabled(HookSubsys_Video, want_video_);
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server_.set_subsystem_enabled(HookSubsys_Mkb, want_mkb_);
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server_.set_cursor_clip_allowed(!release_cursor_);
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const InjectResult result = inject_dll(selected_pid_, hook_dll_path());
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if (result.status == InjectStatus::Ok)
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@@ -399,6 +400,13 @@ void InjectionPanel::draw_subsystem_controls(const HookStatusView& status)
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}
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ImGui::PopID();
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}
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// Cursor release is a Focus sub-option for games that clip/recenter the mouse
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// (e.g. Trails through Daybreak), which would otherwise trap the operator.
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if (ImGui::Checkbox("Release operator cursor (free the game's clip) [F2]", &release_cursor_))
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{
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server_.set_cursor_clip_allowed(!release_cursor_);
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}
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}
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void InjectionPanel::draw_hook_status(bool debug_details)
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