Gamedev:MouseCursors
Mouse Cursors
Location
Cursors for Spring are stored in the Anims/ directory.
Supported Image Formats
The cursors have to be in either:
- png
- tga
- bmp
To make transparent sections in bmp's use RGB(84, 84, 252).
Filename
Even if your cursor isn't animated, it must have the _0 at the end of its name. Only when using a .txt this isn't needed.
Animated Cursors
Via Filenames
To make animated cursors, just make a sequence where the filenames start with '_0' at the end of the first in the sequence, going on sequentially until the last frame. This uses the default `frame time` (= the time each sprite is visible) of 0.1sec.
Via .txt
You can also create a .txt file with further specifications for your cursor:
cursorattack.txt:
hotspot %hotspot
frame %filename_0 %timespan_0
frame %filename_1 %timespan_1
frame %filename_2 %timespan_2
...
lastframe %i
Neither the hotspot nor the lastframe tag are needed.
The hotspot can either be "topleft" or "center".
Note, the filenames have to contain the full path, e.g. Anims/CursorMove.png.
Default Cursors
All cursors must also be present in one form or another, even if they are not used by your mod or else Spring will whine. Here's a list of the various cursor names used in the game:
| Sequence name | Description |
|---|---|
| cursorattack_0 | Attack Command Cursor |
| cursorcapture_0 | Capture Command Cursor |
| cursordefend_0 | Guard Command Cursor |
| cursormove_0 | Move Command Cursor |
| cursornormal_0 | Default (unactive) cursor |
| cursorpatrol_0 | Patrol Command Cursor |
| cursorpickup_0 | Load Command Cursor |
| cursorreclamate_0 | Reclaim Command Cursor |
| cursorrepair_0 | Repair Command Cursor |
| cursorrevive_0 | Revive (resurrect) Command Cursor |
| cursorunload_0 | Unload Command Cursor |