Tracker: Enable/Disable mouse cursor animation

Started by strazer, Tue 20/04/2004 04:51:36

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strazer

Surprisingly, I couldn't find an earlier thread or a mention in the docs for this, so I don't know if this was asked before:

My inventory is on the screen the entire time.
I'd like to have my mouse cursors animate (>1 frames) not only when over hotspots or objects, but when over inventory items as well.
A function like AnimateMouseCursor to manually trigger the animation would be helpful.

This way it would also be easier to make the cursor animation in general depend on whether there is actually an interaction defined for the current cursor mode.

Scummbuddy

you can apply a view to a mouse cursor to make it animate.... is this what you are asking for?
- Oh great, I'm stuck in colonial times, tentacles are taking over the world, and now the toilets backing up.
- No, I mean it's really STUCK. Like adventure-game stuck.
-Hoagie from DOTT

strazer

No. I'm using that, but it doesn't work on inventory items.
If there were a function as described above, I could manually trigger this animation at mouseover.

Kweepa

Sounds like you're doing something like the MI2 style interface.
You could hack the behaviour you want by creating your own inventory (using buttons on a gui), keeping your own "interactionMode" variable, and having a bunch of cursor modes that are animated with views.
Still waiting for Purity of the Surf II

Gilbert

Yeah, something like:
If ((GetInvAt (mouse.x, mouse.y)>=0)&&(GetCursorMode()
!=ani_mode)) SetCursorMode(ani_mode);
else SetCursorMode(curmode);


strazer

Nice workaround, thanks, but a little messy for my tastes.
The missing animation is not that important anyway, but surely such a function can't be that hard to implement either?

Kweepa

It's only as messy as the code you write to implement it  ;D
Still waiting for Purity of the Surf II

Proskrito

i havent been able to work with ags for some time, so maybe im wrong, but i remember also missing a SetCursorView function. there is a 'SetCursorPic' or so, but it didnt alow to set an animated cursor as you can in the editor.
if im wrong please tell and forgive me ; )

strazer

QuoteIt's only as messy as the code you write to implement it

Hehe, sure. It's just that it's not worth to me losing the built-in interaction mechanics for such a thing.
After all, I would have to use "Any click on" and check the cursor modes myself, right?

Pumaman

So basically you're asking for DisableMouseCursorAnimation and EnableMouseCursorAnimation?

strazer

Hehe, that's the other way around.
Yes, that would work I guess.

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