Follow-up Comment #3, bug #10272 (project wesnoth):

(Sorry, i was busy with the 1.3.10 release)
That seems simpler that i thought, apparently we just need to add one call to
hide the cursor (or do it later). Why the first SDL_SetCursor don't work on
Mac is still a mystery. But I will verify if there is something wrong in the
wesnoth code.

If you can compile wesnoth, the cursor code is not complex (in cursor.cpp).
Sadly, it has lost a bit of its simplicity when trying to fix bug like this
one. There is some small subtilities  like focus or using b&w when color are
not ready. But the SDL cursor functions are really simple and it seems
possible that just add a cursor::set() somewhere in game.cpp or
titlescreen.cpp may suffice. Also using some debug output to find which
SDL_SetCursor fails is maybe easy and instructive. 

If you find the problem, you can post a patch here on gna
http://www.wesnoth.org/forum/viewtopic.php?t=9979
or even just drop info about your finding.

Alternatively, from my side if i find a possible fix, i can propose you a
patch or I commit it on svn tree ( http://www.wesnoth.org/wiki/WesnothSVN ),
so you can test it.

A last possibility is that one of the cursor images has an incorrect format,
which is remotely possible since Mac have stricter requirements for those.
(check images/cursors-bw) and the ones with a -alt suffix when the normal
standard is not 16x16. Since it works fine later, maybe some loading or
adaptation of the image is done only after the first SDL_SetCursor ?

If any problem, feel free to ask question here or on
irc://freenode/#wesnoth-dev
We have also other few rendering glitches on Mac (and of course a lot of bugs
not mac-specific), so any help is welcome. In fact, we don't really have a dev
with mac testing the svn trunk before releasing it, so even just use it and
report problems can help. For the moment we have less platform issues, but we
think add more cursor feature soon, if again one don't work well on mac, it's
better hear about it.

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