Am Sonntag 06 August 2006 13:05 schrieb H. Verbeet:
On 06/08/06, Stefan Dösinger stefan@codeweavers.com wrote:
Am Sonntag 06 August 2006 12:12 schrieb H. Verbeet:
On 06/08/06, Stefan Dösinger stefan@codeweavers.com wrote:
If the cursor is not 32x32 pixels then disable the gdi cursor,
Are you sure that's required?
We might end up with 2 active cursors, the one drawn with the Blit and the gdi cursor.
Well yes, but the Remarks section for IDirect3DDevice9::ShowCursor() seems to suggest that is what is supposed to happen.
Due to the lack of games to test with I have written a small test app do draw the cursor. I tested it on win2k with a geforce 2 card.
With a 32x32 cursor SetCursor set the gdi cursor image to my d3d cursor, and placed the cursor position. If I moved the mouse the cursor moved. The old cusor(hourglass) disappeared
With a 64x64 the d3d cursor was drawn at the requested position, but didn't move when I moved the mouse. The hourglass wasn't shown.
My cursor tests are in the attached file. Our GetFrontBufferData implementation needs some more work for the automated tests to work(Well, I think a call to IWineD3DSurface::BltFast should do the job).