A Fire Beetle
Join Date: Feb 2003
Posts: 2
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Q: Adding Mouse Pointers into equi_animations.xml
Anaeia as become better at XML! (1). I'm really really new to all of this, but i have a question about mouse pointers. What i have been trying to do is write in the coding for some unique pointers i have seen around here into an existing custom UI. Being as these pointers have re-written code in the equi_animations.xml, that file has to be edited.
Here's what i have tried: adding a new texture info item so that the new tga is seen.
<TextureInfo item = "mypointer.tga">
<Size>
<CX>256</CX>
<CY>256</CY>
</Size>
</TextureInfo>
next i went to <Ui2DAnimation item="A_DefaultCursor">
and added in the code written by the pointers' creators (note: i've tried a few of them):
<Ui2DAnimation item = "A_DefaultCursor">
<Cycle>true</Cycle>
<Frames>
<Texture>mypointer.tga</Texture>
<Location>
<X>0</X>
<Y>0</Y>
</Location>
<Size>
<CX>32</CX>
<CY>32</CY>
</Size>
<Hotspot>
<X>4</X>
<Y>3</Y>
</Hotspot>
<Duration>1000</Duration>
</Frames>
Ok, so the problem i am having is, while these pointers work in the default UI, they disappear when the custom UI is loaded. there's a "ghost" of a mouse when drug across a window area, but otherwise they are invisible. What did i miss?
Ana
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