Just another vote for being able to hide the mouse cursor.
This would also have the side effect of allowing us to create custom cursors (by hiding the existing cursor and showing any sprite we want at the mouse location on update() ).
Just another vote for being able to hide the mouse cursor.
This would also have the side effect of allowing us to create custom cursors (by hiding the existing cursor and showing any sprite we want at the mouse location on update() ).
Hiding the hardware cursor is still not possible?
My guess is that this will be possible in just a few weeks when we have added full native extension support on all platforms. Someone with more Windows, OSX and Linux support than me can probably tell which APIs that need to be called on the respective platforms.
There’s a way to do it on Windows posted here now. Doing it on other OSes is a similar process probably but people on each should test.
any more updates on if this is possible??
You can hide your cursor using DefOs DefOS - Extra native OS functions
And then add your own cursor in on_input method
I’m almost inclined to say that this issue should be closed. Yes, nice to have it in the engine, but if it’s readily available in an extension then it’s unlikely that we’ll give an engine integrated solution priority.
I’ll try to make example project and upload to github.
I’m still of the opinion that all features of DefOS has should be core Defold eventually.
simple example
Custom Cursor Example.zip (2.2 MB)
I disagree with you.
As I told earlier modules with special functionality this is good architecture in my opinion. Better than huge engine with million api methods, and games which use only 1% of them.
I hope in future all exernal dependencies and appmanifest modules would be connect to the project by checkboxes (config with all modules can be generated and downloaded from the community page, for example).
Modularity is good and the appmanifest features are very good. I still think these features belong in core Defold and maintained by Defold team because they are universally important for shipping commercial games, maybe as an OS module which still be enabled or disabled with an appmanifest option.
I agree with both of you.
It’s great that DefOS is a module that you only add in if you need it. Plus, mobile and web projects especially need to keep the size down.
But . . .
To be honest I don’t like ^ this ^ very much (no offense, Britzl). The things that DefOS does (and more) are pretty much essential for any desktop project. The current built-in desktop support is so limited, I really don’t think it’s possible to make a desktop game without an extension—at least not a polished and professional one.
This could be a long discussion, but anyway, I still hope for full, official support for desktop. Defold would be ideal for desktop games, if only it had these features! People won’t choose an engine unless it already provides the things they need. (like this guy)
after years of this topic, what is the easy way to hide mouse cursor now?!
I have downloaded this example, i still see mouse cursor in game(windows 10)
edit:
i have one error:
ERROR:GAMESYS: Error running Window callback: /main/cursor.script:5: attempt to call field ‘enable_mouse_cursor’ (a nil value)
You should add DefOS.
Also its api has changed.
defos.set_cursor_visible(bool_value)
Thanks selimanac, does it workson html5 too?
I don’t know, I didn’t try it with DefOS.
You can simple hide cursor by using css+js on html page for canvas without defos. But hiding cursor on html canvas pretty weird to me.
I’m enjoying developing in Defold and I understand that it leans more towards a framework than a game engine but even love2d framework has a built-in,
love.mouse.setVisible(false)
This is such a basic requirement, using plugin for it feels like an overkill!
Funny that you just replied to this…I read this post yesterday and was disappointed to find out I have to use an add-on. Plus when it’s a built-in the documentation can be consistent and easily found.
Maybe if they had approved add-ons that they referenced in their documentation and even put them in the engine for ease of adding them it would be better. And it would clue people in on where to get this functionality.
Yes, we have the intention to add things like this but it is dependant on finishing the GLFW3 update for linux, which is already in flight. I hope we can get the new functions in before christmas.