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about mouse cursor #1

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heniotierra opened this issue Oct 9, 2015 · 6 comments
Open

about mouse cursor #1

heniotierra opened this issue Oct 9, 2015 · 6 comments
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@heniotierra
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Just to make sure you know, the reason the mouse cursor is below the interface is that the interface is drawn directly on the hardware, not through X. That`s also the reason for one not being able to use it through vnc.

I guess I behaves like this because the interface is 3D, which in the RPi is managed by the VPU, which can only make things show over hardware display. I`m no Raspberry Pi expert though.

@heniotierra
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Maybe a way to solve this would be to make the mouse cursor be drawn by opengl.

@x1212
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x1212 commented Dec 29, 2015

Oh, ... sorry seems like I didn't get notified that an issue was opened ...
yes you are right, this is caused by the hardware 3D vs. X11 issues on the raspberry and should be easy to solve, for the editor I had a "tool-mode" plugin/script working already that simply placed an image wherever the cursor should be, but I didn't upload that because there was some strange lag between the movement of the real mouse and my custom cursor.
I think there should also be a way to use the gui-theme for this, so I might just change a few settings in the default theme.
Anyway ... I am working on this again and at least this issue should be solved soon.

@x1212 x1212 self-assigned this Dec 29, 2015
@heniotierra
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Great that you found a solution, even if not perfect yet. Hope that you get there! :)

By the way, couple months ago I opened an issue in the main Godot repo about official Raspberry Pi support, and one of the maintainers marked the issue as for "Later". It would be great if you could work together at some point.

Here's the issue I opened: godotengine#2671

@x1212
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x1212 commented Dec 30, 2015

ok, I uploaded the plugin, it can be found here: https://github.com/x1212/mouse_plugin
This should make the editor at least useable enough, so you can do some adjustments to your projects directly on the raspberry pi.
I also merged in a more recent revision of godot to my local working-copy (will probably push the changes later today + new build), I think the "custom_mouse_cursor" of the newer versions will be a nice solution for in-game-cursors.
However using that in the editor seems not to work without touching some stuff that is not platform-specific, so a real solution might take some more time.
So I will leave this issue open until it is really solved and not just worked-arround.

@heniotierra
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Hi,

I'm sorry for the late reply, but only now I was able to test your mouse plugin, and, well, I couldn't make it work for me after following the installation instructions. No other plugins installed.

@heniotierra
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UPDATE: The plugin does work! It only does not work in the initial "Project" menu.

x1212 pushed a commit that referenced this issue Aug 15, 2016
Add es_AR.po. First complete draft.
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