// Moved from sdl/i_system.cpp #include #include #include "bitmap.h" #include "v_palette.h" #include "textures.h" bool I_SetCursor(FTexture *cursorpic) { static SDL_Cursor *cursor; static SDL_Surface *cursorSurface; if (cursorpic != NULL && cursorpic->UseType != FTexture::TEX_Null) { // Must be no larger than 32x32. if (cursorpic->GetWidth() > 32 || cursorpic->GetHeight() > 32) { return false; } if (cursorSurface == NULL) cursorSurface = SDL_CreateRGBSurface (0, 32, 32, 32, MAKEARGB(0,255,0,0), MAKEARGB(0,0,255,0), MAKEARGB(0,0,0,255), MAKEARGB(255,0,0,0)); SDL_LockSurface(cursorSurface); BYTE buffer[32*32*4]; memset(buffer, 0, 32*32*4); FBitmap bmp(buffer, 32*4, 32, 32); cursorpic->CopyTrueColorPixels(&bmp, 0, 0); memcpy(cursorSurface->pixels, bmp.GetPixels(), 32*32*4); SDL_UnlockSurface(cursorSurface); if (cursor) SDL_FreeCursor (cursor); cursor = SDL_CreateColorCursor (cursorSurface, 0, 0); SDL_SetCursor (cursor); } else { if (cursor) { SDL_SetCursor (NULL); SDL_FreeCursor (cursor); cursor = NULL; } if (cursorSurface != NULL) { SDL_FreeSurface(cursorSurface); cursorSurface = NULL; } } return true; } void I_SetMainWindowVisible(bool visible) { }