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Hardware cursor implementation for Godot Engine 2.1
- Remove all references to the variable 'custom_mouse_cursor_hotspot' and 'custom_mouse_cursor' from the project settings. - Indeed, to implement a custom cursor we need to define a sprite for each 'state' of the cursor. Using those variables in the projects settings would define only the _main_ cursor. - Cleanup the VirtualServer (Remove references to cursor_set_visible, cursor_set_texture and cursor_set_pos) - Cleanup the Input (set_mouse_in_window should not be used anymore) - Update the documentation - Implement it for windows, X11, Javascript, BB 10, OSx, iOS, server, android - NOT IMPLEMENTED FOR WINRT (As of today, I'm not able to implement this one, this post might help) - NOT IMPLEMENTED FOR HAIKU (Support of this platform seems perfunctory) - Build it for Windows, Android and OSX
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36 changed files with 335 additions and 264 deletions
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@ -439,7 +439,6 @@ void OS_JavaScript::initialize(const VideoMode &p_desired, int p_video_driver, i
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visual_server = memnew(VisualServerRaster(rasterizer));
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visual_server->init();
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visual_server->cursor_set_visible(false, 0);
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/*AudioDriverManagerSW::get_driver(p_audio_driver)->set_singleton();
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@ -686,6 +685,10 @@ void OS_JavaScript::set_cursor_shape(CursorShape p_shape) {
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//javascript really really really has no mouse.. how amazing..
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}
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void OS_JavaScript::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
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}
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void OS_JavaScript::main_loop_begin() {
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if (main_loop)
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