The Mouse sample implements a customizable mouse cursor as a simple movie clip object on the stage, called 'Cursor_M'. An example of how this is done is provided in the new Mouse.fla/swf sample shipped in the SDK. Alternatively, you can choose to implement a custom cursor fully in ActionScript, with the added benefit of animation and artist control. You can use this handler to change either the cursor image drawn by the game engine or the system cursor, as illustrated in FxPlayer.cpp. On the C++ side, you can use the GFx::StateBag::SetUserEventHandler function to install an event handler that notifies you whenever mouse cursor changes need to take place. While Flash does not provide an easy way to detect when cursor changes occur, Scaleform offers both a C++ API and an ActionScript Mouse class extension that allow you to manage a custom cursor. I-Beam - used when the cursor is over top of text fields.Hand - used over buttons and links if useHandCursor property is true.
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