wined3d: Allow SetCursorProperties on existing cursor
Erich Hoover
ehoover at mines.edu
Sun Mar 11 21:10:17 CDT 2007
Skipped content of type multipart/alternative-------------- next part --------------
From 43eea315be3358d887f90289560f8cabbcb5d1a5 Mon Sep 17 00:00:00 2001
From: Erich Hoover <ehoover at mediaserver.(none)>
Date: Sun, 11 Mar 2007 20:03:39 -0600
Subject: wined3d: Allow SetCursorProperties on existing cursor
---
dlls/wined3d/device.c | 49 +++++++++++++++++++++++++++++++++++++++++--------
1 files changed, 41 insertions(+), 8 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 0998eec..919d06d 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -5215,6 +5215,8 @@ static HRESULT WINAPI IWineD3DDeviceIm
}
if(pCursorBitmap) {
+ WINED3DLOCKED_RECT rect;
+
/* MSDN: Cursor must be A8R8G8B8 */
if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
@@ -5229,20 +5231,51 @@ static HRESULT WINAPI IWineD3DDeviceIm
}
/* TODO: MSDN: Cursor sizes must be a power of 2 */
- /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
- * Texture and Blitting code to draw the cursor
- */
- pSur->Flags |= SFLAG_FORCELOAD;
- IWineD3DSurface_PreLoad(pCursorBitmap);
- pSur->Flags &= ~SFLAG_FORCELOAD;
+
/* Do not store the surface's pointer because the application may release
* it after setting the cursor image. Windows doesn't addref the set surface, so we can't
* do this either without creating circular refcount dependencies. Copy out the gl texture instead.
*/
- This->cursorTexture = pSur->glDescription.textureName;
This->cursorWidth = pSur->currentDesc.Width;
This->cursorHeight = pSur->currentDesc.Height;
- pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
+ if (SUCCEEDED(IWineD3DSurface_LockRect(pCursorBitmap, &rect, NULL, WINED3DLOCK_READONLY)))
+ {
+ GLint format = pSur->glDescription.glFormat;
+ GLint type = pSur->glDescription.glType;
+ char *mem, *bits = (char *)rect.pBits;
+ INT height = This->cursorHeight;
+ INT width = This->cursorWidth;
+ INT bpp = pSur->bytesPerPixel;
+ INT i;
+
+ /* Reformat the texture memory (pitch and width can be different) */
+ mem = HeapAlloc(GetProcessHeap(), 0, width * height * bpp);
+ for(i = 0; i < height; i++)
+ memcpy(&mem[width * bpp * i], &bits[rect.Pitch * i], width * bpp);
+ IWineD3DSurface_UnlockRect(pCursorBitmap);
+ ENTER_GL();
+ /* Make sure that a proper texture unit is selected */
+ if (GL_SUPPORT(ARB_MULTITEXTURE)) {
+ GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB));
+ checkGLcall("glActiveTextureARB");
+ }
+ IWineD3DDeviceImpl_MarkStateDirty(pSur->resource.wineD3DDevice, STATE_SAMPLER(0));
+ /* Create a new cursor texture */
+ glGenTextures(1, &This->cursorTexture);
+ checkGLcall("glGenTextures");
+ glBindTexture(GL_TEXTURE_2D, This->cursorTexture);
+ checkGLcall("glBindTexture");
+ /* Copy the bitmap memory into the cursor texture */
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, format, type, mem);
+ HeapFree(GetProcessHeap(), 0, mem);
+ checkGLcall("glTexImage2D");
+ LEAVE_GL();
+ }
+ else
+ {
+ FIXME("A cursor texture was not returned.\n");
+ This->cursorTexture = 0;
+ }
}
This->xHotSpot = XHotSpot;
--
1.4.1
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