<commit_before>package flixel.input.mouse;

#if FLX_MOUSE
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.Lib;
import flash.ui.Mouse;
import flixel.FlxG;
import flixel.input.IFlxInputManager;
import flixel.input.FlxInput.FlxInputState;
import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
import flixel.system.FlxAssets;
import flixel.system.replay.MouseRecord;
import flixel.util.FlxDestroyUtil;
#if FLX_NATIVE_CURSOR
import flash.Vector;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.ui.MouseCursor;
import flash.ui.MouseCursorData;
#end

@:bitmap("assets/images/ui/cursor.png")
private class GraphicCursor extends BitmapData {}

/**
 * This class helps contain and track the mouse pointer in your game.
 * Automatically accounts for parallax scrolling, etc.
 */
class FlxMouse extends FlxPointer implements IFlxInputManager
{
	/**
	 * Whether or not mouse input is currently enabled.
	 * @since 4.1.0
	 */
	public var enabled:Bool = true;
	/**
	 * Current "delta" value of mouse wheel. If the wheel was just scrolled up, 
	 * it will have a positive value and vice versa. Otherwise the value will be 0.
	 */
	public var wheel(default, null):Int = 0;
	
	/**
	 * A display container for the mouse cursor. It is a child of FlxGame and 
	 * sits at the right "height". Not used on flash with the native cursor API.
	 */
	public var cursorContainer(default, null):Sprite;
	/**
	 * Used to toggle the visiblity of the mouse cursor - works on both 
	 * the flixel and the system cursor, depending on which one is active.
	 */
	public var visible(default, set):Bool = #if mobile false #else true #end;<commit_msg>FlxMouse: default visible to false on switch as well<commit_after>package flixel.input.mouse;

#if FLX_MOUSE
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Sprite;
import flash.display.Stage;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.Lib;
import flash.ui.Mouse;
import flixel.FlxG;
import flixel.input.IFlxInputManager;
import flixel.input.FlxInput.FlxInputState;
import flixel.input.mouse.FlxMouseButton.FlxMouseButtonID;
import flixel.system.FlxAssets;
import flixel.system.replay.MouseRecord;
import flixel.util.FlxDestroyUtil;
#if FLX_NATIVE_CURSOR
import flash.Vector;
import flash.geom.Matrix;
import flash.geom.Point;
import flash.ui.MouseCursor;
import flash.ui.MouseCursorData;
#end

@:bitmap("assets/images/ui/cursor.png")
private class GraphicCursor extends BitmapData {}

/**
 * This class helps contain and track the mouse pointer in your game.
 * Automatically accounts for parallax scrolling, etc.
 */
class FlxMouse extends FlxPointer implements IFlxInputManager
{
	/**
	 * Whether or not mouse input is currently enabled.
	 * @since 4.1.0
	 */
	public var enabled:Bool = true;
	/**
	 * Current "delta" value of mouse wheel. If the wheel was just scrolled up, 
	 * it will have a positive value and vice versa. Otherwise the value will be 0.
	 */
	public var wheel(default, null):Int = 0;
	
	/**
	 * A display container for the mouse cursor. It is a child of FlxGame and 
	 * sits at the right "height". Not used on flash with the native cursor API.
	 */
	public var cursorContainer(default, null):Sprite;
	/**
	 * Used to toggle the visiblity of the mouse cursor - works on both 
	 * the flixel and the system cursor, depending on which one is active.
	 */
	public var visible(default, set):Bool = #if (mobile || switch) false #else true #end;
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