Some more tweaks to cursor handling
- Fix cursor turning into a sword during universe shifts - Hide cursor along with menubar during splash screen - Add watch cursor, used during splash screen - Properly restore cursor after a dialog - Use sword cursor for dialogs - Show ibeam cursor in dialog text fields - Move everything cursor-related out of graphtool
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@@ -27,12 +27,12 @@
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#include "dlogutil.h"
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#include "scrollbar.h"
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#include "boe.menus.h"
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#include "cursors.h"
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#include <CoreFoundation/CFByteOrder.h>
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//extern short arrow_curs[3][3];
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//extern short sword_curs, boot_curs, drop_curs, target_curs;
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//extern short talk_curs, key_curs, look_curs, current_cursor;
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extern cursor_type arrow_curs[3][3];
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extern cursor_type current_cursor;
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/* Mac stuff globals */
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bool All_Done = false;
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@@ -168,6 +168,7 @@ int main(int argc, char* argv[]) {
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set_up_apple_events();
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//import_template_terrain();
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//import_anim_terrain(0);
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make_cursor_watch();
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plop_fancy_startup();
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//PSD[SDF_NO_FRILLS] = 0;
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@@ -201,6 +202,7 @@ int main(int argc, char* argv[]) {
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init_mini_map();
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menu_activate();
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restore_cursor();
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while (All_Done == false)
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Handle_One_Event();
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@@ -330,9 +332,7 @@ void Handle_One_Event()
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break;
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case sf::Event::MouseLeft:
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// Make sure we don't have an invisible or arrow cursor when it's outside the window
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// TODO: Would probably be better to reset the cursor to normal rather than making it a sword
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mainPtr.setMouseCursorVisible(true);
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// Make sure we don't have an arrow cursor when it's outside the window
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make_cursor_sword();
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break;
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