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- deal with I_SetCursor
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parent
c605359b0e
commit
397b1520bc
6 changed files with 13 additions and 13 deletions
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@ -235,15 +235,15 @@ CUSTOM_CVAR (String, vid_cursor, "None", CVAR_ARCHIVE | CVAR_NOINITCALL)
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if (!stricmp(self, "None" ) && gameinfo.CursorPic.IsNotEmpty())
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if (!stricmp(self, "None" ) && gameinfo.CursorPic.IsNotEmpty())
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{
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{
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res = I_SetCursor(TexMan.GetTextureByName(gameinfo.CursorPic));
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res = I_SetCursor(TexMan.GetGameTextureByName(gameinfo.CursorPic));
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}
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}
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else
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else
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{
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{
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res = I_SetCursor(TexMan.GetTextureByName(self));
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res = I_SetCursor(TexMan.GetGameTextureByName(self));
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}
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}
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if (!res)
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if (!res)
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{
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{
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I_SetCursor(TexMan.GetTextureByName("cursor"));
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I_SetCursor(TexMan.GetGameTextureByName("cursor"));
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}
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}
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}
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}
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@ -798,7 +798,7 @@ CUSTOM_CVAR(Bool, vid_hidpi, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG | CVAR_NOINI
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// ---------------------------------------------------------------------------
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// ---------------------------------------------------------------------------
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bool I_SetCursor(FTexture *cursorpic)
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bool I_SetCursor(FGameTexture *cursorpic)
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{
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{
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NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
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NSAutoreleasePool* pool = [[NSAutoreleasePool alloc] init];
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NSCursor* cursor = nil;
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NSCursor* cursor = nil;
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@ -807,7 +807,7 @@ bool I_SetCursor(FTexture *cursorpic)
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{
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{
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// Create bitmap image representation
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// Create bitmap image representation
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auto sbuffer = cursorpic->CreateTexBuffer(0);
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auto sbuffer = cursorpic->GetTexture()->CreateTexBuffer(0);
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const NSInteger imageWidth = sbuffer.mWidth;
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const NSInteger imageWidth = sbuffer.mWidth;
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const NSInteger imageHeight = sbuffer.mHeight;
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const NSInteger imageHeight = sbuffer.mHeight;
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@ -97,8 +97,8 @@ TArray<FString> I_GetGogPaths();
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// The ini could not be saved at exit
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// The ini could not be saved at exit
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bool I_WriteIniFailed ();
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bool I_WriteIniFailed ();
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class FTexture;
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class FGameTexture;
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bool I_SetCursor(FTexture *);
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bool I_SetCursor(FGameTexture *);
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static inline char *strlwr(char *str)
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static inline char *strlwr(char *str)
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@ -39,14 +39,14 @@
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#include "v_palette.h"
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#include "v_palette.h"
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#include "textures.h"
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#include "textures.h"
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bool I_SetCursor(FTexture *cursorpic)
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bool I_SetCursor(FGameTexture *cursorpic)
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{
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{
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static SDL_Cursor *cursor;
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static SDL_Cursor *cursor;
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static SDL_Surface *cursorSurface;
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static SDL_Surface *cursorSurface;
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if (cursorpic != NULL && cursorpic->isValid())
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if (cursorpic != NULL && cursorpic->isValid())
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{
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{
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auto src = cursorpic->GetBgraBitmap(nullptr);
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auto src = cursorpic->GetTexture()->GetBgraBitmap(nullptr);
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// Must be no larger than 32x32.
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// Must be no larger than 32x32.
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if (src.GetWidth() > 32 || src.GetHeight() > 32)
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if (src.GetWidth() > 32 || src.GetHeight() > 32)
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{
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{
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@ -638,13 +638,13 @@ int I_PickIWad(WadStuff *wads, int numwads, bool showwin, int defaultiwad)
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//
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//
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//==========================================================================
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//==========================================================================
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bool I_SetCursor(FTexture *cursorpic)
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bool I_SetCursor(FGameTexture *cursorpic)
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{
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{
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HCURSOR cursor;
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HCURSOR cursor;
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if (cursorpic != NULL && cursorpic->isValid())
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if (cursorpic != NULL && cursorpic->isValid())
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{
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{
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auto image = cursorpic->GetBgraBitmap(nullptr);
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auto image = cursorpic->GetTexture()->GetBgraBitmap(nullptr);
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// Must be no larger than 32x32. (is this still necessary?
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// Must be no larger than 32x32. (is this still necessary?
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if (image.GetWidth() > 32 || image.GetHeight() > 32)
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if (image.GetWidth() > 32 || image.GetHeight() > 32)
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{
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{
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@ -79,8 +79,8 @@ void I_Quit (void);
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// Set the mouse cursor. The texture must be 32x32.
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// Set the mouse cursor. The texture must be 32x32.
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class FTexture;
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class FGameTexture;
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bool I_SetCursor(FTexture *cursor);
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bool I_SetCursor(FGameTexture *cursor);
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// Repaint the pre-game console
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// Repaint the pre-game console
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void I_PaintConsole (void);
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void I_PaintConsole (void);
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