Add support for atlas texture on set_custom_mouse_cursor
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@ -2033,27 +2033,57 @@ void OS_Windows::set_cursor_shape(CursorShape p_shape) {
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void OS_Windows::set_custom_mouse_cursor(const RES &p_cursor, CursorShape p_shape, const Vector2 &p_hotspot) {
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if (p_cursor.is_valid()) {
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Ref<Texture> texture = p_cursor;
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Ref<Image> image = texture->get_data();
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Ref<AtlasTexture> atlas_texture = p_cursor;
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Ref<Image> image;
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Size2 texture_size;
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Rect2 atlas_rect;
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UINT image_size = texture->get_width() * texture->get_height();
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if (texture.is_valid()) {
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image = texture->get_data();
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}
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if (!image.is_valid() && atlas_texture.is_valid()) {
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texture = atlas_texture->get_atlas();
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atlas_rect.size.width = texture->get_width();
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atlas_rect.size.height = texture->get_height();
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atlas_rect.position.x = atlas_texture->get_region().position.x;
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atlas_rect.position.y = atlas_texture->get_region().position.y;
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texture_size.width = atlas_texture->get_region().size.x;
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texture_size.height = atlas_texture->get_region().size.y;
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} else if (image.is_valid()) {
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texture_size.width = texture->get_width();
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texture_size.height = texture->get_height();
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}
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ERR_FAIL_COND(!texture.is_valid());
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ERR_FAIL_COND(texture_size.width > 256 || texture_size.height > 256);
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image = texture->get_data();
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UINT image_size = texture_size.width * texture_size.height;
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UINT size = sizeof(UINT) * image_size;
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ERR_FAIL_COND(texture->get_width() > 256 || texture->get_height() > 256);
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// Create the BITMAP with alpha channel
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COLORREF *buffer = (COLORREF *)malloc(sizeof(COLORREF) * image_size);
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image->lock();
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for (UINT index = 0; index < image_size; index++) {
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int row_index = floor(index / texture->get_width());
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int column_index = index % texture->get_width();
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int row_index = floor(index / texture_size.width) + atlas_rect.position.y;
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int column_index = (index % int(texture_size.width)) + atlas_rect.position.x;
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if (atlas_texture.is_valid()) {
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column_index = MIN(column_index, atlas_rect.size.width - 1);
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row_index = MIN(row_index, atlas_rect.size.height - 1);
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}
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*(buffer + index) = image->get_pixel(column_index, row_index).to_argb32();
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}
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image->unlock();
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// Using 4 channels, so 4 * 8 bits
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HBITMAP bitmap = CreateBitmap(texture->get_width(), texture->get_height(), 1, 4 * 8, buffer);
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HBITMAP bitmap = CreateBitmap(texture_size.width, texture_size.height, 1, 4 * 8, buffer);
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COLORREF clrTransparent = -1;
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// Create the AND and XOR masks for the bitmap
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