wined3d: Allow SetCursorProperties on existing cursor.

This commit is contained in:
Erich Hoover 2007-03-12 20:44:22 -06:00 committed by Alexandre Julliard
parent fe5471e717
commit 9795e6839f
3 changed files with 47 additions and 12 deletions

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@ -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;

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@ -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;

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@ -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