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about mouse cursor

Open heniotierra opened this issue 10 years ago • 6 comments

Just to make sure you know, the reason the mouse cursor is below the interface is that the interface is drawn directly on the hardware, not through X. That`s also the reason for one not being able to use it through vnc.

I guess I behaves like this because the interface is 3D, which in the RPi is managed by the VPU, which can only make things show over hardware display. I`m no Raspberry Pi expert though.

heniotierra avatar Oct 09 '15 02:10 heniotierra

Maybe a way to solve this would be to make the mouse cursor be drawn by opengl.

heniotierra avatar Oct 11 '15 04:10 heniotierra

Oh, ... sorry seems like I didn't get notified that an issue was opened ... yes you are right, this is caused by the hardware 3D vs. X11 issues on the raspberry and should be easy to solve, for the editor I had a "tool-mode" plugin/script working already that simply placed an image wherever the cursor should be, but I didn't upload that because there was some strange lag between the movement of the real mouse and my custom cursor. I think there should also be a way to use the gui-theme for this, so I might just change a few settings in the default theme. Anyway ... I am working on this again and at least this issue should be solved soon.

x1212 avatar Dec 29 '15 17:12 x1212

Great that you found a solution, even if not perfect yet. Hope that you get there! :)

By the way, couple months ago I opened an issue in the main Godot repo about official Raspberry Pi support, and one of the maintainers marked the issue as for "Later". It would be great if you could work together at some point.

Here's the issue I opened: https://github.com/godotengine/godot/issues/2671

heniotierra avatar Dec 29 '15 23:12 heniotierra

ok, I uploaded the plugin, it can be found here: https://github.com/x1212/mouse_plugin This should make the editor at least useable enough, so you can do some adjustments to your projects directly on the raspberry pi. I also merged in a more recent revision of godot to my local working-copy (will probably push the changes later today + new build), I think the "custom_mouse_cursor" of the newer versions will be a nice solution for in-game-cursors. However using that in the editor seems not to work without touching some stuff that is not platform-specific, so a real solution might take some more time. So I will leave this issue open until it is really solved and not just worked-arround.

x1212 avatar Dec 30 '15 16:12 x1212

Hi,

I'm sorry for the late reply, but only now I was able to test your mouse plugin, and, well, I couldn't make it work for me after following the installation instructions. No other plugins installed.

heniotierra avatar Jan 07 '16 15:01 heniotierra

UPDATE: The plugin does work! It only does not work in the initial "Project" menu.

heniotierra avatar Jan 08 '16 00:01 heniotierra