Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
9795e683
Commit
9795e683
authored
Mar 12, 2007
by
Erich Hoover
Committed by
Alexandre Julliard
Mar 14, 2007
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
wined3d: Allow SetCursorProperties on existing cursor.
parent
fe5471e7
Hide whitespace changes
Inline
Side-by-side
Showing
3 changed files
with
47 additions
and
12 deletions
+47
-12
device.c
dlls/wined3d/device.c
+44
-8
surface.c
dlls/wined3d/surface.c
+1
-1
wined3d_private.h
dlls/wined3d/wined3d_private.h
+2
-3
No files found.
dlls/wined3d/device.c
View file @
9795e683
...
...
@@ -5241,6 +5241,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
}
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
);
...
...
@@ -5255,20 +5257,54 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* i
}
/* 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
)))
{
const
PixelFormatDesc
*
tableEntry
=
getFormatDescEntry
(
WINED3DFMT_A8R8G8B8
);
char
*
mem
,
*
bits
=
(
char
*
)
rect
.
pBits
;
GLint
intfmt
=
tableEntry
->
glInternal
;
GLint
format
=
tableEntry
->
glFormat
;
GLint
type
=
tableEntry
->
glType
;
INT
height
=
This
->
cursorHeight
;
INT
width
=
This
->
cursorWidth
;
INT
bpp
=
tableEntry
->
bpp
;
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
(
This
,
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
,
intfmt
,
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
;
...
...
dlls/wined3d/surface.c
View file @
9795e683
...
...
@@ -1744,7 +1744,7 @@ static HRESULT WINAPI IWineD3DSurfaceImpl_LoadTexture(IWineD3DSurface *iface) {
* these resources cannot be accessed by the Direct3D device nor set as textures or render targets.
* However, these resources can always be created, locked, and copied.
*/
if
(
This
->
resource
.
pool
==
WINED3DPOOL_SCRATCH
&&
!
(
This
->
Flags
&
SFLAG_FORCELOAD
)
)
if
(
This
->
resource
.
pool
==
WINED3DPOOL_SCRATCH
)
{
FIXME
(
"(%p) Operation not supported for scratch textures
\n
"
,
This
);
return
WINED3DERR_INVALIDCALL
;
...
...
dlls/wined3d/wined3d_private.h
View file @
9795e683
...
...
@@ -1116,9 +1116,8 @@ HRESULT WINAPI IWineD3DSurfaceImpl_UpdateOverlay(IWineD3DSurface *iface, RECT *S
#define SFLAG_DYNCHANGE 0x00000C00
/* Surface contents are changed very often, implies DYNLOCK */
#define SFLAG_DCINUSE 0x00001000
/* Set between GetDC and ReleaseDC calls */
#define SFLAG_LOST 0x00002000
/* Surface lost flag for DDraw */
#define SFLAG_FORCELOAD 0x00004000
/* To force PreLoading of a scratch cursor */
#define SFLAG_USERPTR 0x00008000
/* The application allocated the memory for this surface */
#define SFLAG_GLCKEY 0x00010000
/* The gl texture was created with a color key */
#define SFLAG_USERPTR 0x00004000
/* The application allocated the memory for this surface */
#define SFLAG_GLCKEY 0x00008000
/* The gl texture was created with a color key */
/* In some conditions the surface memory must not be freed:
* SFLAG_OVERSIZE: Not all data can be kept in GL
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment