wine-ShowCursor-D3D-over-GDI.patch

Alexander Nicolaysen Sørnes alex at thehandofagony.com
Sun Aug 6 07:23:38 CDT 2006


Søndag 06 august 2006 15:36, skrev Stefan Dösinger:
> Am Sonntag 06 August 2006 13:05 schrieb H. Verbeet:
> > On 06/08/06, Stefan Dösinger <stefan at codeweavers.com> wrote:
> > > Am Sonntag 06 August 2006 12:12 schrieb H. Verbeet:
> > > > On 06/08/06, Stefan Dösinger <stefan at codeweavers.com> wrote:
> > > > > If the cursor is not 32x32 pixels then disable the gdi cursor,
> > > >
> > > > Are you sure that's required?
> > >
> > > We might end up with 2 active cursors, the one drawn with the Blit and
> > > the gdi cursor.
> >
> > Well yes, but the Remarks section for IDirect3DDevice9::ShowCursor()
> > seems to suggest that is what is supposed to happen.
>
> Due to the lack of games to test with I have written a small test app do
> draw the cursor. I tested it on win2k with a geforce 2 card.

If you are looking for a game where two cursors are drawn, you can use 
Warlords IV: Heroes of Etheria.
The demo is available here
http://appdb.winehq.org/appview.php?iVersionId=4402

>
> With a 32x32 cursor SetCursor set the gdi cursor image to my d3d cursor,
> and placed the cursor position. If I moved the mouse the cursor moved. The
> old cusor(hourglass) disappeared
>
> With a 64x64 the d3d cursor was drawn at the requested position, but didn't
> move when I moved the mouse. The hourglass wasn't shown.
>
> My cursor tests are in the attached file. Our GetFrontBufferData
> implementation needs some more work for the automated tests to work(Well, I
> think a call to IWineD3DSurface::BltFast should do the job).



More information about the wine-devel mailing list