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Re-add temporary mouse support via mouse middle click #335

@LevFendi

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@LevFendi

This is very much a sighted dev request but it might benefit partially sighted players too, not sure.

There is a case to be made for scenarios where you want to use the mouse to press GUI buttons or select and open entities while the mod is running. However the mod does not allow this because the mouse pointer is continuously forced to sync with the mod cursor and its ability to select entities or use left bracket actions are all disabled.

I had a workaround in the older version of the mod where pressing the middle mouse button would temporarily restore mouse control in the following ways:

  1. The mouse pointer should no longer be forced to move to the mod cursor location. Ever. This is easy to do by adding a single check at the function doing this rather than looking at where it is called.
  2. The mouse pointer should once again be allowed to select entities and tiles. I think there was a boolean property that can be toggled on or off to allow this. The related setting is this.
  3. Mouse clicks should register as left/right clicks. EDIT: This seems to already be supported.

Note that this exactly matches a subset of the proposed Vanilla Mode (#334). If we opt for "just use vanilla mode if you want to use the mouse" then we lose the narrator and possibly change multiple things at once when all we really want to do is be able to use the mouse. Therefore we need this as a separate solution.

Originally this feature was made temporary by disabling it when the mod cursor is moved. If we want it to be a clean and self-contained feature we can instead just make it toggled on or off entirely by using middle mouse click.

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2.0New in 2.0 base, mod needs supportcursorTopic. Includes features like cursor skipping, cursor scanningnew featureSuggest a new feature

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