godot/main
Xavier Sellier 377fdc1e33 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
2017-12-15 11:37:36 -05:00
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tests Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
input_default.cpp Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
input_default.h Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
main.cpp Hardware cursor implementation for Godot Engine 2.1 2017-12-15 11:37:36 -05:00
main.h Merge pull request #10530 from RandomShaper/remove-old-android-setting-2.1 2017-08-29 00:10:31 +02:00
performance.cpp Fixed typo: 'texure' to 'texture' 2017-09-29 04:30:06 +07:00
performance.h Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00
SCsub disable caching for targets using helper functions 2017-11-28 16:14:24 -04:00
splash.h Use HTTPS URL for Godot's website in the headers 2017-08-27 14:11:45 +02:00