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Example Cursor

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Setting the mouse cursor can be done by setting s.cursor to a hxd.Cursor value.

class Cursor extends SampleApp {

  override function init() {
    super.init();

    engine.backgroundColor = 0xFF202020;

    var bmp = new hxd.BitmapData(32, 32);
    bmp.clear(0x80FF0000);
    bmp.line(0, 0, 31, 0, 0xFFFFFFFF);
    bmp.line(0, 0, 0, 31, 0xFF0000FF);
    bmp.line(0, 31, 31, 31, 0xFFFF0000);
    bmp.line(31, 0, 31, 31, 0xFF00FF00);

    var animationSupported = false;
    #if (js || hldx || hlsdl)
    animationSupported = true;
    #end

    var animatedFrames = [bmp];
    if (animationSupported)
    {
      var bmp2 = new hxd.BitmapData(32, 32);
      bmp2.clear(0x80800000);
      bmp2.line(0, 0, 31, 0, 0xFFFFFFFF);
      bmp2.line(0, 0, 0, 31, 0xFF0000FF);
      bmp2.line(0, 31, 31, 31, 0xFFFF0000);
      bmp2.line(31, 0, 31, 31, 0xFF00FF00);
      bmp2.fill(15, 15, 2, 2, 0xFFFF00FF);
      animatedFrames.push(bmp2);
    }

    var cursors : Array<hxd.Cursor> = [Default,Button,Move,TextInput,Hide,Custom(new hxd.Cursor.CustomCursor([bmp],10,16,16)),Custom(new hxd.Cursor.CustomCursor(animatedFrames,10,16,16))];
    var pos = 3;
    for( c in cursors ) {
      var i = new h2d.Interactive(120, 20, s2d);
      var tf = new h2d.Text(hxd.res.DefaultFont.get(), i);
      tf.text = c.getName();
      tf.dropShadow = { dx: 1, dy: 1, color: 0, alpha: 1 };
      tf.x = 5;
      i.x = 0;
      i.y = pos++ * 20;
      i.cursor = c;
      i.backgroundColor = Std.random(0x1000000) | 0xFF000000;
      i.onOver = function(_) tf.alpha = 0.5;
      i.onOut = function(_) tf.alpha = 1;

      switch(c) {
        case Custom(cur):

          if (@:privateAccess cur.frames.length > 1) {
            tf.text = "Custom (animated)";
            if (!animationSupported) {
              i.cursor = Default;
              tf.textColor = 0xFF0000;
            }
          }

        default:
      }
    }

    // It's possible to override default cursors by custom ones by setting
    // `hxd.System.setCursor` function.
    // Useful when game utilizes stylized cursors for everything.

    // HLSDL note: Cursor offsetX and offsetY should remain inside frame bounds.
    // This is a limitation of SDL (most likely for portability reasons).

    var doOverride = false;
    var defOverride = new hxd.BitmapData(10, 10);
    defOverride.line(0, 0, 5, 0, 0xffff0000);
    defOverride.line(0, 1, 0, 5, 0xffff0000);
    defOverride.line(0, 0, 10, 10, 0xffff0000);
    var overrideCursor:hxd.Cursor = Custom(new hxd.Cursor.CustomCursor([defOverride], 0, 0, 0));

    hxd.System.setCursor = function( cur : hxd.Cursor ) {
      if (doOverride && cur == Default) {
        hxd.System.setNativeCursor(overrideCursor);
      } else {
        hxd.System.setNativeCursor(cur);
      }
    }

    addText("Override Default cursor by Custom");
    addCheck("Enable", function() { return doOverride; }, function(v) { doOverride = v; });
  }

  static function main() {
    new Cursor();
  }

}

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