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godot-docs/tutorials/inputs/custom_mouse_cursor.rst
tetrapod00 c2262e286f Improve Customizing the mouse cursor
Link to project settings and enum.
Fix C# example script so it works when pasted.
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.. _doc_custom_mouse_cursor:
Customizing the mouse cursor
============================
You might want to change the appearance of the mouse cursor in your game in
order to suit the overall design. There are two ways to customize the mouse
cursor:
1. Using project settings. This is simpler, but more limited.
2. Using a script. This is more customizable, but involves scripting.
.. note::
You could display a "software" mouse cursor by hiding the mouse cursor and
moving a Sprite2D to the cursor position in a ``_process()`` method, but
this will add at least one frame of latency compared to a "hardware" mouse
cursor. Therefore, it's recommended to use the approach described here
whenever possible.
If you have to use the "software" approach, consider adding an extrapolation step
to better display the actual mouse input.
Using project settings
----------------------
Open the **Project Settings** and go to **Display > Mouse Cursor**. You will see the settings
:ref:`Custom Image <class_ProjectSettings_property_display/mouse_cursor/custom_image>`,
:ref:`Custom Image Hotspot <class_ProjectSettings_property_display/mouse_cursor/custom_image_hotspot>`,
and :ref:`Tooltip Position Offset <class_ProjectSettings_property_display/mouse_cursor/tooltip_position_offset>`.
.. image:: img/cursor_project_settings.webp
**Custom Image** is the desired image that you would like to set as the mouse cursor.
**Custom Hotspot** is the point in the image that you would like to use as the cursor's detection point.
.. warning::
The custom image **must** be 256×256 pixels at most. To avoid rendering
issues, sizes of 128×128 or smaller are recommended.
On the web platform, the maximum allowed cursor image size is 128×128.
Using a script
--------------
Create a Node and attach the following script.
.. tabs::
.. code-tab:: gdscript GDScript
extends Node
# Load the custom images for the mouse cursor.
var arrow = load("res://arrow.png")
var beam = load("res://beam.png")
func _ready():
# Changes only the arrow shape of the cursor.
# This is similar to changing it in the project settings.
Input.set_custom_mouse_cursor(arrow)
# Changes a specific shape of the cursor (here, the I-beam shape).
Input.set_custom_mouse_cursor(beam, Input.CURSOR_IBEAM)
.. code-tab:: csharp
using Godot;
public partial class MyNode : Node
{
public override void _Ready()
{
// Load the custom images for the mouse cursor.
var arrow = ResourceLoader.Load("res://arrow.png");
var beam = ResourceLoader.Load("res://beam.png");
// Changes only the arrow shape of the cursor.
// This is similar to changing it in the project settings.
Input.SetCustomMouseCursor(arrow);
// Changes a specific shape of the cursor (here, the I-beam shape).
Input.SetCustomMouseCursor(beam, Input.CursorShape.Ibeam);
}
}
.. seealso::
Check :ref:`Input.set_custom_mouse_cursor() <class_Input_method_set_custom_mouse_cursor>`'s
documentation for more information on usage and platform-specific caveats.
Cursor list
-----------
There are multiple mouse cursors you can define, documented in the
:ref:`Input.CursorShape <enum_Input_CursorShape>` enum. Which ones you want to use
depends on your use case.