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T3D 1.1P - Custom mouse cursor is not used - CONFIRMED (THREED-1997)

by Guy Allard · in Torque 3D Professional · 05/18/2011 (11:10 am) · 7 replies

Build: T3D 1.1P (and earlier)

Platform: Windows

Target: Game

Issues: Custom cursors created using GuiCursor are not displayed in game. Instead, the system cursor is used.

Steps to repeat:
new GuiCursor(TestCursor)
{
   hotSpot = "1 1";
   renderOffset = "0 0";
   bitmapName = "core/art/gui/images/someCursorImage";
};

Canvas.setCursor(TestCursor);

Suggested Fix: Make it use the cursor specified.

Further Info:
This has been discussed before here: www.garagegames.com/community/forums/viewthread/114323 but does not appear to have been submitted as a bug (as far as I can tell using the current search functionality).

#1
05/18/2011 (12:23 pm)
Yeah, I get a standard Win7 cursor and never DefaultCursor in gamecorescriptsguicursors.cs

Edit, and that fix seems to work.

Well spotted, Guy.
#2
05/18/2011 (12:35 pm)
Well, if the cursor system has not changed from TGEA 1.8.1, then I can confirm this as well.
#3
05/18/2011 (4:06 pm)
The fix works. Mostly. But now I don't have a cursor when I am over the title bar. Any way to turn off the GUI cursor when the mouse leaves the bounds? And show the system cursor when over the title bar (including min/max/close)?
#4
06/12/2011 (12:40 pm)
*bumped* just in case someone would like to log it, still an issue with 1.1 final.
#5
06/14/2011 (9:30 am)
Logged as THREED-1997.
#6
06/15/2011 (2:53 pm)
Bug confirmed.
#7
07/17/2015 (7:25 pm)
And that was still found in Torque 3D MIT version 3.51 :O) Now fixed!