fix(ui): show system cursor during fullscreen implant apps

CursorRenderer now toggles Input.MOUSE_MODE_VISIBLE when gameplay is
occluded, restores MOUSE_MODE_HIDDEN when gameplay resumes. Without
this, fullscreen apps (star map, future atlas) had no cursor at all —
the custom diegetic cursor hid correctly but the system cursor was
never restored.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-04-10 23:56:56 +02:00
co-authored by Claude Opus 4.6
parent b5dff8c55e
commit cf21904a0f
@@ -60,6 +60,15 @@ func _renderer_ready() -> void:
_from = _snapshot()
func _on_gameplay_occluded(occluded: bool) -> void:
super._on_gameplay_occluded(occluded)
# Show system cursor when custom cursor is hidden (fullscreen implant apps)
if occluded:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
func _notification(what: int) -> void:
if what == NOTIFICATION_WM_MOUSE_EXIT:
_mouse_inside = false