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>
This commit is contained in:
2026-06-21 05:20:17 +02:00
parent 327ba1f394
commit 9f5b7c3272
11 changed files with 119 additions and 10 deletions

View File

@@ -184,6 +184,10 @@ int run()
overlay_hidden_at = ImGui::GetTime();
}
}
if (ImGui::IsKeyPressed(ImGuiKey_F2, false))
{
injection.toggle_cursor_release(); // free/clip the operator's mouse for clipping games
}
if (show_overlay)
{