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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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@@ -235,6 +235,10 @@ void OS_Haiku::set_cursor_shape(CursorShape p_shape) {
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//ERR_PRINT("set_cursor_shape() NOT IMPLEMENTED");
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}
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void OS_Haiku::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
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// TODO: implement set_custom_mouse_cursor()
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}
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int OS_Haiku::get_screen_count() const {
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// TODO: implement get_screen_count()
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return 1;
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@@ -98,7 +98,8 @@ public:
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virtual Point2 get_mouse_pos() const;
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virtual int get_mouse_button_state() const;
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virtual void set_cursor_shape(CursorShape p_shape);
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virtual void set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot);
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virtual int get_screen_count() const;
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virtual int get_current_screen() const;
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virtual void set_current_screen(int p_screen);
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