Limit mouse to a single position and hide it. Next create a alternative cursor. From Node._input(event), read InputEventMouseMotion.screen_relative as offset to our cursor. In order to process clicks, ...
At first, I thought Godot doesn't use raw input, so I used GDExtension + SDL3 to create a raw input reader myself (I want to separate which key from which kb). Create a worker thread (both std::thread ...
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