When I start my game in the SDK’s debugger, it runs to the first breakpoint and then stops, as expected. However, the game seems to have taken over de mouse because I don’t get a mouse cursor, and I need one to inspect the game state in the debugging windows.
Is there a way to make the mouse available in these circumstances?
Years and years ago I wrote a little plugin for the SDK to ungrab the mouse. On my linux machine at the time LWJGL grabbed the mouse (because flycam said it should) but it wasn’t ungrabbed when the debugger kicked in. Maybe it’s the same thing still:
It’s just a one-liner call to LWJGL, if they still have the same API maybe you can still use it.
When the debugger halts your application you can go into the “inspection” window (or whatever it’s called) and execute
‘org.lwjgl.input.Mouse.setGrabbed(false)’