How to stop the mouse cursor from moving with the camera












0















when i click the screen with mouse my sprite move to this position but when camera move the mouse cursor move with her and the sprite go to wrong position.
how i fix that when my camera move my mouse stay in right position?
I tried to change the position of the mouse accordingly and change the location of the camera but I still can not seem to perform it



thank's



using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;

using XELibrary;
using Comora;


namespace gameTest
{

public class PlayingState
{
public SpriteBatch SpriteBatch { get; private set; }
public Vector2 playerPosition = new Vector2(100, 100);
private Vector2 velocity = new Vector2(200.0f, 0.0f);
private DirectionType direction = DirectionType.Right;
public Rectangle spriteRectangle;
private int health;
private int radius;
private string playerKey;


MouseState mState;
MouseState oldmState;
Vector2 current_mouse_pos = new Vector2(0, 0);
Vector2 cursor_mouse_pos;
private Camera camera;

// BACKGROUND
Texture2D backgroundtexture;
Vector2 backgroundPosition;

Texture2D mouse_Sprite;

SpriteFont gameFont;

IScrollingBackgroundManager scrollingBackgroundManager;
ICelAnimationManager celAnimationManager;
ISoundManager soundManager;

// ---------- GETTERS AND SETTERS ----------
public float HealthTimer { get { return healthTimer; } set {
healthTimer = value; } }
public int Radius { get { return radius; } }
public int Health { get { return health; } set { health = value; } }
public Vector2 PlayerPosition { get { return playerPosition; } set {
playerPosition = value; } }
public void SetX(float newX) { playerPosition.X = newX; }
public void SetY(float newY) { playerPosition.Y = newY; }

// ---------- C O N S T R U C T O R ----------
public PlayingState(Game game) : base(game)
{
game.Services.AddService(typeof(IPlayingState), this);

scrollingBackgroundManager = (IScrollingBackgroundManager)game.Services.GetService(typeof(IScrollingBackgroundManager));
celAnimationManager = (ICelAnimationManager)game.Services.GetService(typeof(ICelAnimationManager));
soundManager = (ISoundManager)game.Services.GetService(typeof(ISoundManager));

playerKey = "playerPauseDown";
}

// ---------- I N I T I A L I Z E ----------
public override void Initialize()
{
this.camera = new Camera(this.GraphicsDevice);
base.Initialize();
}

// ---------- L O A D - C O N T E N T ----------
protected override void LoadContent()
{
**here i load my animation sprites**
}

// ---------- U P D A T E ----------
public override void Update(GameTime gameTime)
{
KeyboardState kState = Keyboard.GetState();
float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

if (healthTimer > 0) { HealthTimer -= dt; }

foreach (Enemy en in Enemy.enemies)
{
en.Update(gameTime, PlayerPosition);
}
Enemy.enemies.RemoveAll(e => e.Health <= 0);

// handleInput(gameTime);
handleInputMouse(gameTime);
playerWalkToMouse();

this.camera.Update(gameTime);
this.camera.Position = playerPosition;



base.Update(gameTime);
}

// ---------- M O U S E ----------
private void handleInputMouse(GameTime gameTime)
{
/*
MouseState mStateHandle = Mouse.GetState(); ;
if (mStateHandle.LeftButton == ButtonState.Pressed)
current_mouse_pos = new Vector2(mStateHandle.X, mStateHandle.Y);

if (current_mouse_pos.X > PlayerPosition.X)
playerKey = "playerWalkRight";
else if (current_mouse_pos.X < PlayerPosition.X)
playerKey = "playerWalkLeft";
else if (current_mouse_pos.Y < PlayerPosition.Y)
playerKey = "playerWalkUp";
else if (current_mouse_pos.Y > PlayerPosition.Y)
playerKey = "playerWalkDown";
else
playerKey = "playerPauseDown";
*/


if (mState.LeftButton == ButtonState.Pressed)
current_mouse_pos = new Vector2(mState.X, mState.Y);

if (current_mouse_pos.X > PlayerPosition.X)
playerKey = "playerWalkRight";
else if (current_mouse_pos.X < PlayerPosition.X)
playerKey = "playerWalkLeft";
else if (current_mouse_pos.Y < PlayerPosition.Y)
playerKey = "playerWalkUp";
else if (current_mouse_pos.Y > PlayerPosition.Y)
playerKey = "playerWalkDown";
else
playerKey = "playerPauseDown";
}


// ---------- D R A W ----------
public override void Draw(GameTime gameTime)
{
SpriteBatch.Begin(this.camera);


SpriteBatch.Draw(backgroundtexture, backgroundPosition, Color.White);

celAnimationManager.Draw(gameTime, playerKey, OurGame.SpriteBatch, PlayerPosition, SpriteEffects.None);

Vector2 cursorPos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
SpriteBatch.Draw(mouse_Sprite, cursorPos, Color.White);

SpriteBatch.End();
base.Draw(gameTime);

}









share|improve this question



























    0















    when i click the screen with mouse my sprite move to this position but when camera move the mouse cursor move with her and the sprite go to wrong position.
    how i fix that when my camera move my mouse stay in right position?
    I tried to change the position of the mouse accordingly and change the location of the camera but I still can not seem to perform it



    thank's



    using System;
    using Microsoft.Xna.Framework;
    using Microsoft.Xna.Framework.Graphics;
    using Microsoft.Xna.Framework.Input;

    using XELibrary;
    using Comora;


    namespace gameTest
    {

    public class PlayingState
    {
    public SpriteBatch SpriteBatch { get; private set; }
    public Vector2 playerPosition = new Vector2(100, 100);
    private Vector2 velocity = new Vector2(200.0f, 0.0f);
    private DirectionType direction = DirectionType.Right;
    public Rectangle spriteRectangle;
    private int health;
    private int radius;
    private string playerKey;


    MouseState mState;
    MouseState oldmState;
    Vector2 current_mouse_pos = new Vector2(0, 0);
    Vector2 cursor_mouse_pos;
    private Camera camera;

    // BACKGROUND
    Texture2D backgroundtexture;
    Vector2 backgroundPosition;

    Texture2D mouse_Sprite;

    SpriteFont gameFont;

    IScrollingBackgroundManager scrollingBackgroundManager;
    ICelAnimationManager celAnimationManager;
    ISoundManager soundManager;

    // ---------- GETTERS AND SETTERS ----------
    public float HealthTimer { get { return healthTimer; } set {
    healthTimer = value; } }
    public int Radius { get { return radius; } }
    public int Health { get { return health; } set { health = value; } }
    public Vector2 PlayerPosition { get { return playerPosition; } set {
    playerPosition = value; } }
    public void SetX(float newX) { playerPosition.X = newX; }
    public void SetY(float newY) { playerPosition.Y = newY; }

    // ---------- C O N S T R U C T O R ----------
    public PlayingState(Game game) : base(game)
    {
    game.Services.AddService(typeof(IPlayingState), this);

    scrollingBackgroundManager = (IScrollingBackgroundManager)game.Services.GetService(typeof(IScrollingBackgroundManager));
    celAnimationManager = (ICelAnimationManager)game.Services.GetService(typeof(ICelAnimationManager));
    soundManager = (ISoundManager)game.Services.GetService(typeof(ISoundManager));

    playerKey = "playerPauseDown";
    }

    // ---------- I N I T I A L I Z E ----------
    public override void Initialize()
    {
    this.camera = new Camera(this.GraphicsDevice);
    base.Initialize();
    }

    // ---------- L O A D - C O N T E N T ----------
    protected override void LoadContent()
    {
    **here i load my animation sprites**
    }

    // ---------- U P D A T E ----------
    public override void Update(GameTime gameTime)
    {
    KeyboardState kState = Keyboard.GetState();
    float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

    if (healthTimer > 0) { HealthTimer -= dt; }

    foreach (Enemy en in Enemy.enemies)
    {
    en.Update(gameTime, PlayerPosition);
    }
    Enemy.enemies.RemoveAll(e => e.Health <= 0);

    // handleInput(gameTime);
    handleInputMouse(gameTime);
    playerWalkToMouse();

    this.camera.Update(gameTime);
    this.camera.Position = playerPosition;



    base.Update(gameTime);
    }

    // ---------- M O U S E ----------
    private void handleInputMouse(GameTime gameTime)
    {
    /*
    MouseState mStateHandle = Mouse.GetState(); ;
    if (mStateHandle.LeftButton == ButtonState.Pressed)
    current_mouse_pos = new Vector2(mStateHandle.X, mStateHandle.Y);

    if (current_mouse_pos.X > PlayerPosition.X)
    playerKey = "playerWalkRight";
    else if (current_mouse_pos.X < PlayerPosition.X)
    playerKey = "playerWalkLeft";
    else if (current_mouse_pos.Y < PlayerPosition.Y)
    playerKey = "playerWalkUp";
    else if (current_mouse_pos.Y > PlayerPosition.Y)
    playerKey = "playerWalkDown";
    else
    playerKey = "playerPauseDown";
    */


    if (mState.LeftButton == ButtonState.Pressed)
    current_mouse_pos = new Vector2(mState.X, mState.Y);

    if (current_mouse_pos.X > PlayerPosition.X)
    playerKey = "playerWalkRight";
    else if (current_mouse_pos.X < PlayerPosition.X)
    playerKey = "playerWalkLeft";
    else if (current_mouse_pos.Y < PlayerPosition.Y)
    playerKey = "playerWalkUp";
    else if (current_mouse_pos.Y > PlayerPosition.Y)
    playerKey = "playerWalkDown";
    else
    playerKey = "playerPauseDown";
    }


    // ---------- D R A W ----------
    public override void Draw(GameTime gameTime)
    {
    SpriteBatch.Begin(this.camera);


    SpriteBatch.Draw(backgroundtexture, backgroundPosition, Color.White);

    celAnimationManager.Draw(gameTime, playerKey, OurGame.SpriteBatch, PlayerPosition, SpriteEffects.None);

    Vector2 cursorPos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
    SpriteBatch.Draw(mouse_Sprite, cursorPos, Color.White);

    SpriteBatch.End();
    base.Draw(gameTime);

    }









    share|improve this question

























      0












      0








      0








      when i click the screen with mouse my sprite move to this position but when camera move the mouse cursor move with her and the sprite go to wrong position.
      how i fix that when my camera move my mouse stay in right position?
      I tried to change the position of the mouse accordingly and change the location of the camera but I still can not seem to perform it



      thank's



      using System;
      using Microsoft.Xna.Framework;
      using Microsoft.Xna.Framework.Graphics;
      using Microsoft.Xna.Framework.Input;

      using XELibrary;
      using Comora;


      namespace gameTest
      {

      public class PlayingState
      {
      public SpriteBatch SpriteBatch { get; private set; }
      public Vector2 playerPosition = new Vector2(100, 100);
      private Vector2 velocity = new Vector2(200.0f, 0.0f);
      private DirectionType direction = DirectionType.Right;
      public Rectangle spriteRectangle;
      private int health;
      private int radius;
      private string playerKey;


      MouseState mState;
      MouseState oldmState;
      Vector2 current_mouse_pos = new Vector2(0, 0);
      Vector2 cursor_mouse_pos;
      private Camera camera;

      // BACKGROUND
      Texture2D backgroundtexture;
      Vector2 backgroundPosition;

      Texture2D mouse_Sprite;

      SpriteFont gameFont;

      IScrollingBackgroundManager scrollingBackgroundManager;
      ICelAnimationManager celAnimationManager;
      ISoundManager soundManager;

      // ---------- GETTERS AND SETTERS ----------
      public float HealthTimer { get { return healthTimer; } set {
      healthTimer = value; } }
      public int Radius { get { return radius; } }
      public int Health { get { return health; } set { health = value; } }
      public Vector2 PlayerPosition { get { return playerPosition; } set {
      playerPosition = value; } }
      public void SetX(float newX) { playerPosition.X = newX; }
      public void SetY(float newY) { playerPosition.Y = newY; }

      // ---------- C O N S T R U C T O R ----------
      public PlayingState(Game game) : base(game)
      {
      game.Services.AddService(typeof(IPlayingState), this);

      scrollingBackgroundManager = (IScrollingBackgroundManager)game.Services.GetService(typeof(IScrollingBackgroundManager));
      celAnimationManager = (ICelAnimationManager)game.Services.GetService(typeof(ICelAnimationManager));
      soundManager = (ISoundManager)game.Services.GetService(typeof(ISoundManager));

      playerKey = "playerPauseDown";
      }

      // ---------- I N I T I A L I Z E ----------
      public override void Initialize()
      {
      this.camera = new Camera(this.GraphicsDevice);
      base.Initialize();
      }

      // ---------- L O A D - C O N T E N T ----------
      protected override void LoadContent()
      {
      **here i load my animation sprites**
      }

      // ---------- U P D A T E ----------
      public override void Update(GameTime gameTime)
      {
      KeyboardState kState = Keyboard.GetState();
      float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

      if (healthTimer > 0) { HealthTimer -= dt; }

      foreach (Enemy en in Enemy.enemies)
      {
      en.Update(gameTime, PlayerPosition);
      }
      Enemy.enemies.RemoveAll(e => e.Health <= 0);

      // handleInput(gameTime);
      handleInputMouse(gameTime);
      playerWalkToMouse();

      this.camera.Update(gameTime);
      this.camera.Position = playerPosition;



      base.Update(gameTime);
      }

      // ---------- M O U S E ----------
      private void handleInputMouse(GameTime gameTime)
      {
      /*
      MouseState mStateHandle = Mouse.GetState(); ;
      if (mStateHandle.LeftButton == ButtonState.Pressed)
      current_mouse_pos = new Vector2(mStateHandle.X, mStateHandle.Y);

      if (current_mouse_pos.X > PlayerPosition.X)
      playerKey = "playerWalkRight";
      else if (current_mouse_pos.X < PlayerPosition.X)
      playerKey = "playerWalkLeft";
      else if (current_mouse_pos.Y < PlayerPosition.Y)
      playerKey = "playerWalkUp";
      else if (current_mouse_pos.Y > PlayerPosition.Y)
      playerKey = "playerWalkDown";
      else
      playerKey = "playerPauseDown";
      */


      if (mState.LeftButton == ButtonState.Pressed)
      current_mouse_pos = new Vector2(mState.X, mState.Y);

      if (current_mouse_pos.X > PlayerPosition.X)
      playerKey = "playerWalkRight";
      else if (current_mouse_pos.X < PlayerPosition.X)
      playerKey = "playerWalkLeft";
      else if (current_mouse_pos.Y < PlayerPosition.Y)
      playerKey = "playerWalkUp";
      else if (current_mouse_pos.Y > PlayerPosition.Y)
      playerKey = "playerWalkDown";
      else
      playerKey = "playerPauseDown";
      }


      // ---------- D R A W ----------
      public override void Draw(GameTime gameTime)
      {
      SpriteBatch.Begin(this.camera);


      SpriteBatch.Draw(backgroundtexture, backgroundPosition, Color.White);

      celAnimationManager.Draw(gameTime, playerKey, OurGame.SpriteBatch, PlayerPosition, SpriteEffects.None);

      Vector2 cursorPos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
      SpriteBatch.Draw(mouse_Sprite, cursorPos, Color.White);

      SpriteBatch.End();
      base.Draw(gameTime);

      }









      share|improve this question














      when i click the screen with mouse my sprite move to this position but when camera move the mouse cursor move with her and the sprite go to wrong position.
      how i fix that when my camera move my mouse stay in right position?
      I tried to change the position of the mouse accordingly and change the location of the camera but I still can not seem to perform it



      thank's



      using System;
      using Microsoft.Xna.Framework;
      using Microsoft.Xna.Framework.Graphics;
      using Microsoft.Xna.Framework.Input;

      using XELibrary;
      using Comora;


      namespace gameTest
      {

      public class PlayingState
      {
      public SpriteBatch SpriteBatch { get; private set; }
      public Vector2 playerPosition = new Vector2(100, 100);
      private Vector2 velocity = new Vector2(200.0f, 0.0f);
      private DirectionType direction = DirectionType.Right;
      public Rectangle spriteRectangle;
      private int health;
      private int radius;
      private string playerKey;


      MouseState mState;
      MouseState oldmState;
      Vector2 current_mouse_pos = new Vector2(0, 0);
      Vector2 cursor_mouse_pos;
      private Camera camera;

      // BACKGROUND
      Texture2D backgroundtexture;
      Vector2 backgroundPosition;

      Texture2D mouse_Sprite;

      SpriteFont gameFont;

      IScrollingBackgroundManager scrollingBackgroundManager;
      ICelAnimationManager celAnimationManager;
      ISoundManager soundManager;

      // ---------- GETTERS AND SETTERS ----------
      public float HealthTimer { get { return healthTimer; } set {
      healthTimer = value; } }
      public int Radius { get { return radius; } }
      public int Health { get { return health; } set { health = value; } }
      public Vector2 PlayerPosition { get { return playerPosition; } set {
      playerPosition = value; } }
      public void SetX(float newX) { playerPosition.X = newX; }
      public void SetY(float newY) { playerPosition.Y = newY; }

      // ---------- C O N S T R U C T O R ----------
      public PlayingState(Game game) : base(game)
      {
      game.Services.AddService(typeof(IPlayingState), this);

      scrollingBackgroundManager = (IScrollingBackgroundManager)game.Services.GetService(typeof(IScrollingBackgroundManager));
      celAnimationManager = (ICelAnimationManager)game.Services.GetService(typeof(ICelAnimationManager));
      soundManager = (ISoundManager)game.Services.GetService(typeof(ISoundManager));

      playerKey = "playerPauseDown";
      }

      // ---------- I N I T I A L I Z E ----------
      public override void Initialize()
      {
      this.camera = new Camera(this.GraphicsDevice);
      base.Initialize();
      }

      // ---------- L O A D - C O N T E N T ----------
      protected override void LoadContent()
      {
      **here i load my animation sprites**
      }

      // ---------- U P D A T E ----------
      public override void Update(GameTime gameTime)
      {
      KeyboardState kState = Keyboard.GetState();
      float dt = (float)gameTime.ElapsedGameTime.TotalSeconds;

      if (healthTimer > 0) { HealthTimer -= dt; }

      foreach (Enemy en in Enemy.enemies)
      {
      en.Update(gameTime, PlayerPosition);
      }
      Enemy.enemies.RemoveAll(e => e.Health <= 0);

      // handleInput(gameTime);
      handleInputMouse(gameTime);
      playerWalkToMouse();

      this.camera.Update(gameTime);
      this.camera.Position = playerPosition;



      base.Update(gameTime);
      }

      // ---------- M O U S E ----------
      private void handleInputMouse(GameTime gameTime)
      {
      /*
      MouseState mStateHandle = Mouse.GetState(); ;
      if (mStateHandle.LeftButton == ButtonState.Pressed)
      current_mouse_pos = new Vector2(mStateHandle.X, mStateHandle.Y);

      if (current_mouse_pos.X > PlayerPosition.X)
      playerKey = "playerWalkRight";
      else if (current_mouse_pos.X < PlayerPosition.X)
      playerKey = "playerWalkLeft";
      else if (current_mouse_pos.Y < PlayerPosition.Y)
      playerKey = "playerWalkUp";
      else if (current_mouse_pos.Y > PlayerPosition.Y)
      playerKey = "playerWalkDown";
      else
      playerKey = "playerPauseDown";
      */


      if (mState.LeftButton == ButtonState.Pressed)
      current_mouse_pos = new Vector2(mState.X, mState.Y);

      if (current_mouse_pos.X > PlayerPosition.X)
      playerKey = "playerWalkRight";
      else if (current_mouse_pos.X < PlayerPosition.X)
      playerKey = "playerWalkLeft";
      else if (current_mouse_pos.Y < PlayerPosition.Y)
      playerKey = "playerWalkUp";
      else if (current_mouse_pos.Y > PlayerPosition.Y)
      playerKey = "playerWalkDown";
      else
      playerKey = "playerPauseDown";
      }


      // ---------- D R A W ----------
      public override void Draw(GameTime gameTime)
      {
      SpriteBatch.Begin(this.camera);


      SpriteBatch.Draw(backgroundtexture, backgroundPosition, Color.White);

      celAnimationManager.Draw(gameTime, playerKey, OurGame.SpriteBatch, PlayerPosition, SpriteEffects.None);

      Vector2 cursorPos = new Vector2(Mouse.GetState().X, Mouse.GetState().Y);
      SpriteBatch.Draw(mouse_Sprite, cursorPos, Color.White);

      SpriteBatch.End();
      base.Draw(gameTime);

      }






      c# monogame






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      share|improve this question










      asked Jan 2 at 17:57









      liran dbvliran dbv

      1




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          The mouse position obtained from the GetState() is always according to the Windows in which you game is rendered. It is never relative to your camera.



          If I understand your logic correctly, you simply need to substract the x and y position of the camera to the mouse position your obtain from the GetState().



          This way, you will link your "world" position to the camera position.






          share|improve this answer
























            Your Answer






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            1 Answer
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            active

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            active

            oldest

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            active

            oldest

            votes









            1














            The mouse position obtained from the GetState() is always according to the Windows in which you game is rendered. It is never relative to your camera.



            If I understand your logic correctly, you simply need to substract the x and y position of the camera to the mouse position your obtain from the GetState().



            This way, you will link your "world" position to the camera position.






            share|improve this answer




























              1














              The mouse position obtained from the GetState() is always according to the Windows in which you game is rendered. It is never relative to your camera.



              If I understand your logic correctly, you simply need to substract the x and y position of the camera to the mouse position your obtain from the GetState().



              This way, you will link your "world" position to the camera position.






              share|improve this answer


























                1












                1








                1







                The mouse position obtained from the GetState() is always according to the Windows in which you game is rendered. It is never relative to your camera.



                If I understand your logic correctly, you simply need to substract the x and y position of the camera to the mouse position your obtain from the GetState().



                This way, you will link your "world" position to the camera position.






                share|improve this answer













                The mouse position obtained from the GetState() is always according to the Windows in which you game is rendered. It is never relative to your camera.



                If I understand your logic correctly, you simply need to substract the x and y position of the camera to the mouse position your obtain from the GetState().



                This way, you will link your "world" position to the camera position.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Jan 3 at 3:25









                abousquetabousquet

                321211




                321211
































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