XPLMHandleCursor_f
typedef XPLMCursorStatus (* XPLMHandleCursor_f)(
XPLMWindowID inWindowID,
int x,
int y,
void * inRefcon);
The SDK calls your cursor status callback when the mouse is over your plugin window. Return a cursor status code to indicate how you would like X-Plane to manage the cursor. If you return xplm_CursorDefault, the SDK will try lower-Z-order plugin windows, then let the sim manage the cursor.
Note: you should never show or hide the cursor yourself—these APIs are typically reference-counted and thus cannot safely and predictably be used by the SDK. Instead return one of xplm_CursorHidden to hide the cursor or xplm_CursorArrow/xplm_CursorCustom to show the cursor.
If you want to implement a custom cursor by drawing a cursor in OpenGL, use xplm_CursorHidden to hide the OS cursor and draw the cursor using a 2-d drawing callback (after xplm_Phase_Window is probably a good choice, but see deprecation warnings on the drawing APIs!). If you want to use a custom OS-based cursor, use xplm_CursorCustom to ask X-Plane to show the cursor but not affect its image. You can then use an OS specific call like SetThemeCursor (Mac) or SetCursor/LoadCursor (Windows).
The units for x and y values match the units used in your window. Thus, for “modern” windows (those created via XPLMCreateWindowEx() and compiled against the XPLM300 library), the units are boxels, while legacy windows will get pixels. Legacy windows have their origin in the lower left of the main X-Plane window, while modern windows have their origin in the lower left of the global desktop space. In both cases, x increases as you move right, and y increases as you move up.