--- Begin Message ---
- To: workmin@xxxxxxxxxx
- Subject: Re: [AD] Mouse cusor documentation
- From: Chris <kcat@xxxxxxxxxx>
- Date: Tue, 05 Oct 2004 21:20:55 -0700
- Delivery-date: Wed, 06 Oct 2004 00:32:04 -0400
Elias Pschernig wrote:
Yes, that would be better. set_mouse_sprite (set/select_mouse_cursor)
would need to check the mouse size though, so probably a vtable function
would be necessary to check.
I doubt this would be hard to do, if it can't already be done now.
I don't think so. I almost never used Allegro's software mouse - but I
often wanted to use the OS mouse (which is possible with Evert's
patch :)
But if you only allow the hardware mouse, and not show the software
mouse, what will the users who can't use the hardware mouse do? They'll
have an invisible cursor and make it impossible to do anything
mouse-related.
It's not playing a video, but e.g. moving things in a 2D game. With
Allegro's mouse, you need scare_mouse everywhere, which may be awkward
depending on the code. And it always flickers, even if not a lot.
Depends on how you do it. You don't need to have Allegro draw it in the
timer function to see the mouse, even before. Your typical game will
update 60 times a second (or more). Before Peter's patch, the mouse only
updated 50 times a second (now it's 100), so that's plenty. All you'd
have to do is manually blit the mouse sprite to the buffer before
sending it to the screen (or if you want to keep the buffer clean, do a
vsync, blit the buffer then the mouse). This has the extra benefit of
not having the mouse/timer thread keeping the CPU from the main program
as it draws durring your game's logic, giving you (albeit a little)
faster frame rates.
IMHO, the async mouse drawing was only intended for the GUI, or similar
situations where you don't double buffer.
- Kitty Cat
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