--- generated_by: gdlink-build generated_at: 2026-06-23T12:34:28Z do_not_edit: true title: Mouse brick_type: executor tier: Basic generated: true --- # Mouse **Category:** Executor **Tier:** Basic ## Purpose Native mouse-control surface for the shipped runtime-safe mouse input use case: - FPS-style mouse look on Node3D Saved scenes that use Cursor Visibility remain supported, but new cursor graphics, visibility, confinement, capture, and animation work should use Cursor Executor. ## Visual Reference ```{raw} html
As added to your scene
Mouse brick as it appears in the GDLink editor
``` ```{raw} html
Generated UI Mockup — showing expanded properties
Mouse
-
x
Name:
Label this brick...
Mode:
Cursor Visibility
Cursor State:
None
Cursor (None):
v
Cursor (Over):
v
Cursor (Press):
v
Cursor (Release):
v
Behavior:
Default
Activation:
Always
Pivot Node:
v
Axis:
Both
Sensitivity:
0.2
v
Min Pitch:
-90.0
v
Max Pitch:
90.0
v
Smoothing:
0.0
v
Hover Action:
Scale
Scale Factor:
1.2
v
Button:
Left
Click Action:
Color
Move Speed:
5.0
v
Stop Distance:
0.5
v
Navigation:
Direct
Visible
Reset Cam
Invert Y
Capture Mouse
Auto Revert
Verbose
``` ## Properties | Property | Type | Default | Notes | |---|---|---|---| | Event | option | Left Button | Type of mouse event to detect | | Input | option | On Press | When to trigger (for button events) | | Tap Mode | bool | False | Trigger once per click (prevents multi-firing). Enable for single-click behavior | | Move Thresh | float | 1.0 | Minimum pixel movement to trigger (for Movement events) | | Wheel Sens | float | 1.0 | Wheel scroll sensitivity multiplier (for Wheel events) | | Expose Data | bool | False | Write mouse position, world position, delta, and wheel values into variables | | Expose Scope | option | Local | Where exposed mouse variables are written | | Position Var | variable_name | | Variable that receives screen/viewport mouse position | | World2D Var | variable_name | | Variable that receives 2D world mouse position | | Delta Var | variable_name | | Variable that receives mouse delta | | Wheel Var | variable_name | | Variable that receives wheel delta | | X Var | variable_name | | Variable that receives mouse screen X | | Y Var | variable_name | | Variable that receives mouse screen Y | | World X Var | variable_name | | Variable that receives 2D world X | | World Y Var | variable_name | | Variable that receives 2D world Y | | Delta X Var | variable_name | | Variable that receives mouse delta X | | Delta Y Var | variable_name | | Variable that receives mouse delta Y | | Expose Prefix | string | mouse | Compatibility fallback when explicit output variables are empty | | Lock Center | bool | False | Capture mouse to center (FPS Mode) | | Confine | bool | False | Keep mouse within window (RTS Mode) | ## Notes - This brick is not the dialogue/typewriter surface and is not the drag/drop authoring surface. - If future mouse gameplay flows are shipped, they should get explicit runtime implementation plus a second P3 pass instead of silently reusing the old placeholder fields. --- **Last Updated**: 2026-04-18