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:
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).
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).
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#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!
Associate Steve Acaster
[YorkshireRifles.com]
Edit, and that fix seems to work.
Well spotted, Guy.