view src/video/ps2gs/SDL_gsmouse_c.h @ 2960:91708bc14aab

It's probably not worth pushing palettized textures. The memory optimization isn't worth the effort on modern hardware with the sorts of games that would be using the SDL 1.3 texture API.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 02 Jan 2009 09:27:36 +0000
parents 99210400e8b9
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2009 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#include "SDL_gsvideo.h"

/* This is the maximum size of the cursor sprite */
#define CURSOR_W	32
#define CURSOR_H	32
#define CURSOR_W_POW	5       /* 32 = 2^5 */
#define CURSOR_H_POW	5       /* 32 = 2^5 */

/* Functions to be exported */
extern void GS_FreeWMCursor(_THIS, WMcursor * cursor);
extern WMcursor *GS_CreateWMCursor(_THIS,
                                   Uint8 * data, Uint8 * mask, int w, int h,
                                   int hot_x, int hot_y);
extern void GS_MoveWMCursor(_THIS, int x, int y);
extern int GS_ShowWMCursor(_THIS, WMcursor * cursor);
/* vi: set ts=4 sw=4 expandtab: */