• src/doors/syncmoo1/hw_sbbs.c syncmoo1_config.c syncmoo1_config.h xtrn/

    From Rob Swindell (on Debian Linux)@VERT to Git commit to main/sbbs/master on Mon Jul 13 00:36:58 2026
    https://gitlab.synchro.net/main/sbbs/-/commit/203810878d92659a03d00e7d
    Modified Files:
    src/doors/syncmoo1/hw_sbbs.c syncmoo1_config.c syncmoo1_config.h xtrn/syncmoo1/syncmoo1.example.ini
    Log Message:
    syncmoo1: hide 1oom's hand cursor by default, add a [video] toggle

    Over a terminal the client already draws its own mouse pointer, and
    1oom's hand-shaped cursor doesn't line up with it -- so two cursors
    appear, the hand trailing the real pointer. Hide the game's hand by
    default and add a syncmoo1.ini [video] hand_cursor switch to bring it
    back for anyone who prefers the original MoO1 look.

    The hand reaches the terminal only through ui_cursor_draw1() in uiobj_finish_frame(), which is gated on ui_cursor_gfx_i != 0. The one
    seam this backend owns between the engine setting that sprite index (ui_cursor_update_gfx_i) and drawing it (ui_cursor_draw1) is hw_video_get_buf(), which the intervening ui_cursor_store_bg1() calls.
    So when the option is off, zero the index there: the draw becomes a
    no-op and the hand never composites. Mouse position and clicks
    (moouse_x/y) are untouched -- ui_cursor_gfx_i has no game-logic reader
    anywhere in 1oom, it only drives the cursor sprite -- so menus still
    work via the terminal's own pointer. The vendored 1oom tree is not
    touched.
    ---
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