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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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@@ -522,11 +522,6 @@ void VisualServer::_bind_methods() {
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ObjectTypeDB::bind_method(_MD("canvas_item_clear"), &VisualServer::canvas_item_clear);
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ObjectTypeDB::bind_method(_MD("canvas_item_raise"), &VisualServer::canvas_item_raise);
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ObjectTypeDB::bind_method(_MD("cursor_set_rotation"), &VisualServer::cursor_set_rotation);
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ObjectTypeDB::bind_method(_MD("cursor_set_texture"), &VisualServer::cursor_set_texture);
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ObjectTypeDB::bind_method(_MD("cursor_set_visible"), &VisualServer::cursor_set_visible);
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ObjectTypeDB::bind_method(_MD("cursor_set_pos"), &VisualServer::cursor_set_pos);
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ObjectTypeDB::bind_method(_MD("black_bars_set_margins", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_margins);
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ObjectTypeDB::bind_method(_MD("black_bars_set_images", "left", "top", "right", "bottom"), &VisualServer::black_bars_set_images);
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