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-rw-r--r--main/input_default.cpp24
1 files changed, 7 insertions, 17 deletions
diff --git a/main/input_default.cpp b/main/input_default.cpp
index f637e77d56..c3454d86f3 100644
--- a/main/input_default.cpp
+++ b/main/input_default.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -497,26 +497,16 @@ bool InputDefault::is_emulating_touchscreen() const {
return emulate_touch;
}
-void InputDefault::set_custom_mouse_cursor(const RES &p_cursor, const Vector2 &p_hotspot) {
- /* no longer supported, leaving this for reference to anyone who might want to implement hardware cursors
+void InputDefault::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
+ if (Engine::get_singleton()->is_editor_hint())
+ return;
+
if (custom_cursor == p_cursor)
return;
custom_cursor = p_cursor;
- if (p_cursor.is_null()) {
- set_mouse_mode(MOUSE_MODE_VISIBLE);
- //removed, please insist us to implement hardare cursors
- //VisualServer::get_singleton()->cursor_set_visible(false);
- } else {
- Ref<AtlasTexture> atex = custom_cursor;
- Rect2 region = atex.is_valid() ? atex->get_region() : Rect2();
- set_mouse_mode(MOUSE_MODE_HIDDEN);
- VisualServer::get_singleton()->cursor_set_visible(true);
- VisualServer::get_singleton()->cursor_set_texture(custom_cursor->get_rid(), p_hotspot, 0, region);
- VisualServer::get_singleton()->cursor_set_pos(get_mouse_position());
- }
- */
+ OS::get_singleton()->set_custom_mouse_cursor(p_cursor, (OS::CursorShape)p_shape, p_hotspot);
}
void InputDefault::set_mouse_in_window(bool p_in_window) {