create static method

Pointer<SdlCursor> create(
  1. Pointer<Uint8> data,
  2. Pointer<Uint8> mask,
  3. int w,
  4. int h,
  5. int hotX,
  6. int hotY,
)

Create a cursor using the specified bitmap data and mask (in MSB format).

mask has to be in MSB (Most Significant Bit) format.

The cursor width (w) must be a multiple of 8 bits.

The cursor is created in black and white according to the following:

  • data=0, mask=1: white
  • data=1, mask=1: black
  • data=0, mask=0: transparent
  • data=1, mask=0: inverted color if possible, black if not.

Cursors created with this function must be freed with SDL_DestroyCursor().

If you want to have a color cursor, or create your cursor from an SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can hide the cursor and draw your own as part of your game's rendering, but it will be bound to the framerate.

Also, SDL_CreateSystemCursor() is available, which provides several readily-available system cursors to pick from.

\param data the color value for each pixel of the cursor. \param mask the mask value for each pixel of the cursor. \param w the width of the cursor. \param h the height of the cursor. \param hot_x the x-axis offset from the left of the cursor image to the mouse x position, in the range of 0 to w - 1. \param hot_y the y-axis offset from the top of the cursor image to the mouse y position, in the range of 0 to h - 1. \returns a new cursor with the specified parameters on success or NULL on failure; call SDL_GetError() for more information.

\threadsafety This function should only be called on the main thread.

\since This function is available since SDL 3.1.3.

\sa SDL_CreateColorCursor \sa SDL_CreateSystemCursor \sa SDL_DestroyCursor \sa SDL_SetCursor

extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 * data, const Uint8 * mask, int w, int h, int hot_x, int hot_y)

Implementation

static Pointer<SdlCursor> create(Pointer<Uint8> data, Pointer<Uint8> mask,
    int w, int h, int hotX, int hotY) {
  return sdlCreateCursor(data, mask, w, h, hotX, hotY);
}