I set the mouse to be "catched" with
Gdx.input.setCursorCatched(true);
but the cursor disappeared with this setting on. I'm developing an isometric 2d rts game and I really need the cursor to be forced to stay inside the window but I also obviously need the cursor to be shown. I'm using a Tiled map to draw the map.
I have a game where I draw a dot wherever/whenever the player touches down or touches up, if you catch the cursor it will disappear, it's intended behavior.
To fix this you have to draw a mouse yourself using a Texture
, Sprite
or TextureRegion
. Here's an example:
To draw the cursor:
public class MyCursor {
private TextureRegion cursor;
private float x, y;
public MyCursor(TextureRegion cursorRegion) {
cursor = cursorRegion;
}
public void render(SpriteBatch spriteBatch) {
spriteBatch.begin();
spriteBatch.draw(cursor, x, y);
spriteBatch.end();
}
public void setPosition(float x, float y) {
this.x = x;
this.y = y;
}
}
To process input:
public class MyInput extends InputAdapter {
private OrthographicCamera camera;
private MyCursor myCursor;
public MyInput(OrthographicCamera camera, MyCursor myCursor) {
this.camera = camera;
this.myCursor = myCursor;
}
@Override
public boolean mouseMoved(int screenX, int screenY) {
Vector3 temp = camera.unproject(new Vector3(screenX, screenY, 0));
myCursor.setPosition(temp.x, temp.y);
return true;
}
}
Also don't forget to enable input:
public class MyGame extends Game {
@Override
public void create() {
OrthographicCamera camera = new OrthographicCamera();
TextureRegion cursorRegion = new TextureRegion(new Texture("myCursor.png"));
MyCursor cursor = new MyCursor(cursorRegion);
MyInput myInput = new MyInput(camera, cursor);
Gdx.input.setInputProcessor(myInput);
}
}