From 919a4210dcdf572f34c9a21c429f1919ef8c2749 Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Thu, 23 Apr 2026 00:40:15 -0700
Subject: [PATCH] Added a MacOS cursor and draw it ourselves if necessary
---
Data/Images/cursor.png | Bin 0 -> 260 bytes
game/init.cpp | 17 +++++++++++++++
screenlib/SDL_FrameBuf.cpp | 41 +++++++++++++++++++++++++++++++++++++
screenlib/SDL_FrameBuf.h | 7 +++++++
4 files changed, 65 insertions(+)
create mode 100644 Data/Images/cursor.png
diff --git a/Data/Images/cursor.png b/Data/Images/cursor.png
new file mode 100644
index 0000000000000000000000000000000000000000..6624c4804d0b49ad15df310bc187dec605ef3177
GIT binary patch
literal 260
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z4`%iNZp*S<0hyUgijq=G#7Ds8{Vb)+ANYZ2dhN5>Y&M(Cjy(ZTx(aOLu^Vy#0000<
KMNUMnLSTY?8)!-Z
literal 0
HcmV?d00001
diff --git a/game/init.cpp b/game/init.cpp
index 074a83d2..2a3602d0 100644
--- a/game/init.cpp
+++ b/game/init.cpp
@@ -834,6 +834,17 @@ static bool LoadIcon(SDL_Surface **icon)
return true;
}
+static bool LoadCursor(SDL_Surface **cursor)
+{
+ SDL_Surface *surface = SDL_LoadSurface_IO(OpenRead("Images/cursor.png"), true);
+ if (!surface) {
+ error("Fatal: Couldn't load cursor: %s\n", SDL_GetError());
+ return false;
+ }
+ *cursor = surface;
+ return true;
+}
+
static void ShowLoadingPanel(int stage)
{
gInitializing = true;
@@ -860,6 +871,7 @@ bool StartInitialization(int window_width, int window_height, Uint32 window_flag
{
int w, h;
SDL_Surface *icon = nullptr;
+ SDL_Surface *cursor = nullptr;
gInitializing = true;
@@ -905,6 +917,11 @@ bool StartInitialization(int window_width, int window_height, Uint32 window_flag
SDL_ShowWindow(screen->GetWindow());
SDL_DestroySurface(icon);
+ if (LoadCursor(&cursor)) {
+ screen->SetCursor(cursor, 0, 0);
+ SDL_DestroySurface(cursor);
+ }
+
/* Load the Font Server and fonts */
fontserv = new FontServ(screen, "Maelstrom Fonts");
if (fontserv->Error()) {
diff --git a/screenlib/SDL_FrameBuf.cpp b/screenlib/SDL_FrameBuf.cpp
index bf1336c4..15f6db23 100644
--- a/screenlib/SDL_FrameBuf.cpp
+++ b/screenlib/SDL_FrameBuf.cpp
@@ -92,6 +92,9 @@ FrameBuf::~FrameBuf()
for (unsigned int i = 0; i < m_gamepads.length(); ++i) {
SDL_CloseGamepad(m_gamepads[i]);
}
+ if (m_cursor) {
+ SDL_DestroyCursor(m_cursor);
+ }
if (m_renderer) {
SDL_DestroyRenderer(m_renderer);
}
@@ -309,6 +312,32 @@ FrameBuf::ConvertTouchCoordinates(const SDL_TouchFingerEvent &finger, int *x, in
return true;
}
+void
+FrameBuf::SetCursor(SDL_Surface *image, int hotX, int hotY)
+{
+ if (m_cursor) {
+ SDL_DestroyCursor(m_cursor);
+ }
+ if (m_cursorTexture) {
+ SDL_DestroyTexture(m_cursorTexture);
+ }
+
+#if defined(SDL_PLATFORM_APPLE) && !defined(SDL_PLATFORM_MACOS)
+ // We need to draw our own cursor
+#else
+ m_cursor = SDL_CreateColorCursor(image, hotX, hotY);
+#endif
+ if (m_cursor) {
+ SDL_SetCursor(m_cursor);
+ } else {
+ m_cursorTexture = SDL_CreateTextureFromSurface(m_renderer, image);
+ m_cursorWidth = image->w;
+ m_cursorHeight = image->h;
+ m_cursorOffsetX = -hotX;
+ m_cursorOffsetY = -hotY;
+ }
+}
+
void
FrameBuf::GetCursorPosition(int *x, int *y)
{
@@ -460,6 +489,18 @@ FrameBuf::Update(void)
return;
}
+ if (m_cursorTexture && SDL_CursorVisible()) {
+ int x, y;
+ GetCursorPosition(&x, &y);
+
+ SDL_FRect dstrect;
+ dstrect.x = (float)x + m_cursorOffsetX;
+ dstrect.y = (float)y + m_cursorOffsetY;
+ dstrect.w = (float)m_cursorWidth;
+ dstrect.h = (float)m_cursorHeight;
+ SDL_RenderTexture(m_renderer, m_cursorTexture, NULL, &dstrect);
+ }
+
SDL_RenderPresent(m_renderer);
}
diff --git a/screenlib/SDL_FrameBuf.h b/screenlib/SDL_FrameBuf.h
index fa114604..3bfff7fe 100644
--- a/screenlib/SDL_FrameBuf.h
+++ b/screenlib/SDL_FrameBuf.h
@@ -189,6 +189,7 @@ class FrameBuf : public ErrorBase {
int ScreenDump(const char *prefix, int x, int y, int w, int h);
/* Cursor handling routines */
+ void SetCursor(SDL_Surface *image, int hotX, int hotY);
void ShowCursor(void) {
SDL_ShowCursor();
}
@@ -205,6 +206,12 @@ class FrameBuf : public ErrorBase {
SDL_Window *m_window = nullptr;
SDL_Renderer *m_renderer = nullptr;
SDL_Texture *m_fadeTexture = nullptr;
+ SDL_Cursor *m_cursor = nullptr;
+ SDL_Texture *m_cursorTexture = nullptr;
+ int m_cursorWidth = 0;
+ int m_cursorHeight = 0;
+ int m_cursorOffsetX = 0;
+ int m_cursorOffsetY = 0;
int m_fadeStep = 0;
bool m_faded = false;
SDL_FRect m_clip;