tportz

It seems that the SetCursorProperties method and its related methods have been removed from the GraphicsDevice class.  I can't seem to find an implementation of the hardware cursor anywhere else. Do I have to draw my own cursor now I really would prefer to use the hardware cursor, as it doesn't lag like a sprite-based cursor and also keeps the user's desktop cursor settings. Any suggestions

Edit: I just noticed that Texture2D no longer has a GetSurfaceLevel method either. It has a LevelCount property but apparently no way to access the surface levels.



Re: XNA Framework Cursor Support

Shawn Hargreaves - MSFT

There is no hardware cursor support in XNA.

On Windows you could possibly use p/invoke to call straight into the native D3D methods, but it would be easier to just to draw your own cursor using a sprite.





Re: XNA Framework Cursor Support

Jon Watte

According to the FAQ that comes with the 1.0 release:

My mouse cursor is not visible. How can I make it visible

Set the Game.IsMouseVisible property to true. Mouse support is only available for Windows.


The property seems to be there when I compile. Is it not supposed to be






Re: XNA Framework Cursor Support

Shawn Hargreaves - MSFT

That will work for windowed mode apps. We don't support the custom hardware cursors that some games use in fullscreen D3D modes though.





Re: XNA Framework Cursor Support

ProfEclipse

Jon Watte wrote:
According to the FAQ that comes with the 1.0 release:

My mouse cursor is not visible. How can I make it visible

Set the Game.IsMouseVisible property to true. Mouse support is only available for Windows.


The property seems to be there when I compile. Is it not supposed to be

That's different. Game.IsMouseVisible sets the "System Cursor" visibility. SetCursorProperties(), et. al. refer to the Direct3D "Hardware Cursor" (which may use the system cursor or an emulated cursor as necessary).