Tonisius: Nick Gravelyn: Tonisius:
What about in an FPS game being played in windowed mode? Wouldn't that justify keeping the mouse in the window at all times?
Most FPSs don't even give a windowed option.
Actually, I don't know more than 2 games that don't have windowed mode, one being Serious Sam 2.
Every other FPS game I've ever played has an option for windowed mode. It's handy when you want to use all your monitors properly.
Especially when debugging a full screen game, it crashes, you can't unload the graphics device. Good luck with trying to get back to your desktop.
But yeah, there are good reasons to lock the position of the mouse on the screen.
Then allow me to rephrase, most FPS players won't use a windowed option. Most gamers playing games such as FPSs are likely to run in fullscreen (being the default for many of them and because it generally runs faster that way).
Either way, debug code is and should be different than release code. For debugging, you are correct that it makes perfect sense to use windowed mode and lock the cursor. That is not a problem. I'm saying that for release code that is going to the end user, I would discourage it. When in windowed mode, it gives the illusion that you can easily move to another window. That is broken by the fact that the game has restricted your mouse movement to stay in its window.
It's all personal preference and of course there is no hard and fast rule, but I would advise people to only use such techniques for debugging or temporary purposes as mentioned above (where the cursor is only clipped while the right mouse button is held).