Bug in mouse code?

I’m using version 1.1.2 running under Windows 95, using Visual C++, video
mode set with SDL_HWSURFACE | SDL_FULLSCREEN | SDL_DOUBLEBUF. My main loop
looks something like this:

for (;:wink: {
SDL_FillRect(screen, 0, black);
/* draw more stuff here /
SDL_Flip(screen);
/
handle events (or lack thereof) here */
}

I don’t see the mouse cursor when I move the mouse. It seems to that
SDL_Flip should draw the mouse cursor to make sure it stays visible. Is
this a bug, or am I doing something wrong?–
Rainer Deyke (root at rainerdeyke.com)
“In ihren Reihen zu stehen heisst unter Feinden zu kaempfen” - Abigor

I’m using version 1.1.2 running under Windows 95, using Visual C++, video
mode set with SDL_HWSURFACE | SDL_FULLSCREEN | SDL_DOUBLEBUF. My main loop
looks something like this:

for (;:wink: {
SDL_FillRect(screen, 0, black);
/* draw more stuff here /
SDL_Flip(screen);
/
handle events (or lack thereof) here */
}

I don’t see the mouse cursor when I move the mouse. It seems to that
SDL_Flip should draw the mouse cursor to make sure it stays visible. Is
this a bug, or am I doing something wrong?

This is a bug, with no fix planned. The problem is that SDL has to
draw the cursor as a hardware overlay in this configuration, and it’s
not supported on all cards.

Most applications that perform fullscreen double-buffering manage thier
own cursor, so it’s not usually a problem.

See ya!
-Sam Lantinga, Lead Programmer, Loki Entertainment Software