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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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@@ -930,17 +930,6 @@ Error EditorExportPlatform::export_project_files(EditorExportSaveFunction p_func
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boot_splash = splash;
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}
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}
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StringName custom_cursor;
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{
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String splash = Globals::get_singleton()->get("display/custom_mouse_cursor"); //avoid splash from being converted
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splash = splash.strip_edges();
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if (splash != String()) {
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if (!splash.begins_with("res://"))
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splash = "res://" + splash;
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splash = splash.simplify_path();
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custom_cursor = splash;
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}
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}
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for (int i = 0; i < files.size(); i++) {
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@@ -949,7 +938,7 @@ Error EditorExportPlatform::export_project_files(EditorExportSaveFunction p_func
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String src = files[i];
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Vector<uint8_t> buf;
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if (src == boot_splash || src == custom_cursor)
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if (src == boot_splash)
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buf = get_exported_file_default(src); //bootsplash must be kept if used
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else
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buf = get_exported_file(src);
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