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blender-archive/source/blender/windowmanager/intern/wm_cursors.c
Campbell Barton da2ba40268 UI: wait for input for operators that depend on cursor location
Support waiting for input so operators that depend on the
cursor location are usable from menus / buttons.

Use an operator type flag which the user interface code checks for,
waiting for input when run from a menu item.

This patch only supports this feature, there are no functional changes.

The motivation for this change is discoverability since some actions
were either hidden or broken when accessed from menus
(where the behavior of the operator depended on the menu location).

In general, waiting for input is *not* an efficient way to access tools,
however there are over 50 operators with a "wait_for_input" property
so this isn't introducing a new kind of interaction,
rather exposing this in a way that does not need to be hard-coded into
each operator, or having modal callbacks added for the sole purpose
of waiting for input.

Besides requiring boiler plate code using a "wait_for_input" property
has the added down-side of preventing key shortcuts from showing.
Only the menu items will enable the property,
causing them not to match key-map items.

Reviewed By: Severin

Ref D12255
2021-09-17 12:57:28 +10:00

1177 lines
34 KiB
C

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005-2007 Blender Foundation
* All rights reserved.
*/
/** \file
* \ingroup wm
*
* Cursor pixmap and cursor utility functions to change the cursor.
*/
#include <stdio.h>
#include <string.h>
#include "GHOST_C-api.h"
#include "BLI_utildefines.h"
#include "BLI_sys_types.h"
#include "DNA_listBase.h"
#include "DNA_userdef_types.h"
#include "DNA_workspace_types.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "WM_api.h"
#include "WM_types.h"
#include "wm_cursors.h"
#include "wm_window.h"
/* Blender custom cursor. */
typedef struct BCursor {
char *bitmap;
char *mask;
char hotx;
char hoty;
bool can_invert_color;
} BCursor;
static BCursor *BlenderCursor[WM_CURSOR_NUM] = {0};
/* Blender cursor to GHOST standard cursor conversion. */
static GHOST_TStandardCursor convert_to_ghost_standard_cursor(WMCursorType curs)
{
switch (curs) {
case WM_CURSOR_DEFAULT:
return GHOST_kStandardCursorDefault;
case WM_CURSOR_WAIT:
return GHOST_kStandardCursorWait;
case WM_CURSOR_EDIT:
case WM_CURSOR_CROSS:
return GHOST_kStandardCursorCrosshair;
case WM_CURSOR_X_MOVE:
return GHOST_kStandardCursorLeftRight;
case WM_CURSOR_Y_MOVE:
return GHOST_kStandardCursorUpDown;
case WM_CURSOR_COPY:
return GHOST_kStandardCursorCopy;
case WM_CURSOR_HAND:
return GHOST_kStandardCursorMove;
case WM_CURSOR_H_SPLIT:
return GHOST_kStandardCursorHorizontalSplit;
case WM_CURSOR_V_SPLIT:
return GHOST_kStandardCursorVerticalSplit;
case WM_CURSOR_STOP:
return GHOST_kStandardCursorStop;
case WM_CURSOR_KNIFE:
return GHOST_kStandardCursorKnife;
case WM_CURSOR_NSEW_SCROLL:
return GHOST_kStandardCursorNSEWScroll;
case WM_CURSOR_NS_SCROLL:
return GHOST_kStandardCursorNSScroll;
case WM_CURSOR_EW_SCROLL:
return GHOST_kStandardCursorEWScroll;
case WM_CURSOR_EYEDROPPER:
return GHOST_kStandardCursorEyedropper;
case WM_CURSOR_N_ARROW:
return GHOST_kStandardCursorUpArrow;
case WM_CURSOR_S_ARROW:
return GHOST_kStandardCursorDownArrow;
case WM_CURSOR_PAINT:
return GHOST_kStandardCursorCrosshairA;
case WM_CURSOR_DOT:
return GHOST_kStandardCursorCrosshairB;
case WM_CURSOR_CROSSC:
return GHOST_kStandardCursorCrosshairC;
case WM_CURSOR_ERASER:
return GHOST_kStandardCursorEraser;
case WM_CURSOR_ZOOM_IN:
return GHOST_kStandardCursorZoomIn;
case WM_CURSOR_ZOOM_OUT:
return GHOST_kStandardCursorZoomOut;
case WM_CURSOR_TEXT_EDIT:
return GHOST_kStandardCursorText;
case WM_CURSOR_PAINT_BRUSH:
return GHOST_kStandardCursorPencil;
case WM_CURSOR_E_ARROW:
return GHOST_kStandardCursorRightArrow;
case WM_CURSOR_W_ARROW:
return GHOST_kStandardCursorLeftArrow;
default:
return GHOST_kStandardCursorCustom;
}
}
static void window_set_custom_cursor(
wmWindow *win, const uchar mask[16][2], const uchar bitmap[16][2], int hotx, int hoty)
{
GHOST_SetCustomCursorShape(
win->ghostwin, (uint8_t *)bitmap, (uint8_t *)mask, 16, 16, hotx, hoty, true);
}
static void window_set_custom_cursor_ex(wmWindow *win, BCursor *cursor)
{
GHOST_SetCustomCursorShape(win->ghostwin,
(uint8_t *)cursor->bitmap,
(uint8_t *)cursor->mask,
16,
16,
cursor->hotx,
cursor->hoty,
cursor->can_invert_color);
}
void WM_cursor_set(wmWindow *win, int curs)
{
if (win == NULL || G.background) {
return; /* Can't set custom cursor before Window init */
}
if (curs == WM_CURSOR_DEFAULT && win->modalcursor) {
curs = win->modalcursor;
}
if (curs == WM_CURSOR_NONE) {
GHOST_SetCursorVisibility(win->ghostwin, 0);
return;
}
GHOST_SetCursorVisibility(win->ghostwin, 1);
if (win->cursor == curs) {
return; /* Cursor is already set */
}
win->cursor = curs;
if (curs < 0 || curs >= WM_CURSOR_NUM) {
BLI_assert_msg(0, "Invalid cursor number");
return;
}
GHOST_TStandardCursor ghost_cursor = convert_to_ghost_standard_cursor(curs);
if (ghost_cursor != GHOST_kStandardCursorCustom &&
GHOST_HasCursorShape(win->ghostwin, ghost_cursor)) {
/* Use native GHOST cursor when available. */
GHOST_SetCursorShape(win->ghostwin, ghost_cursor);
}
else {
BCursor *bcursor = BlenderCursor[curs];
if (bcursor) {
/* Use custom bitmap cursor. */
window_set_custom_cursor_ex(win, bcursor);
}
else {
/* Fallback to default cursor if no bitmap found. */
GHOST_SetCursorShape(win->ghostwin, GHOST_kStandardCursorDefault);
}
}
}
bool WM_cursor_set_from_tool(struct wmWindow *win, const ScrArea *area, const ARegion *region)
{
if (region && (region->regiontype != RGN_TYPE_WINDOW)) {
return false;
}
bToolRef_Runtime *tref_rt = (area && area->runtime.tool) ? area->runtime.tool->runtime : NULL;
if (tref_rt && tref_rt->cursor != WM_CURSOR_DEFAULT) {
if (win->modalcursor == 0) {
WM_cursor_set(win, tref_rt->cursor);
win->cursor = tref_rt->cursor;
return true;
}
}
return false;
}
void WM_cursor_modal_set(wmWindow *win, int val)
{
if (win->lastcursor == 0) {
win->lastcursor = win->cursor;
}
win->modalcursor = val;
WM_cursor_set(win, val);
}
void WM_cursor_modal_restore(wmWindow *win)
{
win->modalcursor = 0;
if (win->lastcursor) {
WM_cursor_set(win, win->lastcursor);
}
win->lastcursor = 0;
}
/* to allow usage all over, we do entire WM */
void WM_cursor_wait(bool val)
{
if (!G.background) {
wmWindowManager *wm = G_MAIN->wm.first;
wmWindow *win = wm ? wm->windows.first : NULL;
for (; win; win = win->next) {
if (val) {
WM_cursor_modal_set(win, WM_CURSOR_WAIT);
}
else {
WM_cursor_modal_restore(win);
}
}
}
}
/**
* \param bounds: can be NULL
*/
void WM_cursor_grab_enable(wmWindow *win, int wrap, bool hide, int bounds[4])
{
/* Only grab cursor when not running debug.
* It helps not to get a stuck WM when hitting a break-point. */
GHOST_TGrabCursorMode mode = GHOST_kGrabNormal;
GHOST_TAxisFlag mode_axis = GHOST_kAxisX | GHOST_kGrabAxisY;
if (bounds) {
wm_cursor_position_to_ghost(win, &bounds[0], &bounds[1]);
wm_cursor_position_to_ghost(win, &bounds[2], &bounds[3]);
}
if (hide) {
mode = GHOST_kGrabHide;
}
else if (wrap) {
mode = GHOST_kGrabWrap;
if (wrap == WM_CURSOR_WRAP_X) {
mode_axis = GHOST_kAxisX;
}
else if (wrap == WM_CURSOR_WRAP_Y) {
mode_axis = GHOST_kGrabAxisY;
}
}
if ((G.debug & G_DEBUG) == 0) {
if (win->ghostwin) {
if (win->eventstate->tablet.is_motion_absolute == false) {
GHOST_SetCursorGrab(win->ghostwin, mode, mode_axis, bounds, NULL);
}
win->grabcursor = mode;
}
}
}
void WM_cursor_grab_disable(wmWindow *win, const int mouse_ungrab_xy[2])
{
if ((G.debug & G_DEBUG) == 0) {
if (win && win->ghostwin) {
if (mouse_ungrab_xy) {
int mouse_xy[2] = {mouse_ungrab_xy[0], mouse_ungrab_xy[1]};
wm_cursor_position_to_ghost(win, &mouse_xy[0], &mouse_xy[1]);
GHOST_SetCursorGrab(
win->ghostwin, GHOST_kGrabDisable, GHOST_kGrabAxisNone, NULL, mouse_xy);
}
else {
GHOST_SetCursorGrab(win->ghostwin, GHOST_kGrabDisable, GHOST_kGrabAxisNone, NULL, NULL);
}
win->grabcursor = GHOST_kGrabDisable;
}
}
}
static void wm_cursor_warp_relative(wmWindow *win, int x, int y)
{
/* NOTE: don't use wmEvent coords because of continuous grab T36409. */
int cx, cy;
wm_cursor_position_get(win, &cx, &cy);
WM_cursor_warp(win, cx + x, cy + y);
}
/* give it a modal keymap one day? */
bool wm_cursor_arrow_move(wmWindow *win, const wmEvent *event)
{
if (win && event->val == KM_PRESS) {
/* Must move at least this much to avoid rounding in WM_cursor_warp. */
float fac = GHOST_GetNativePixelSize(win->ghostwin);
if (event->type == EVT_UPARROWKEY) {
wm_cursor_warp_relative(win, 0, fac);
return 1;
}
if (event->type == EVT_DOWNARROWKEY) {
wm_cursor_warp_relative(win, 0, -fac);
return 1;
}
if (event->type == EVT_LEFTARROWKEY) {
wm_cursor_warp_relative(win, -fac, 0);
return 1;
}
if (event->type == EVT_RIGHTARROWKEY) {
wm_cursor_warp_relative(win, fac, 0);
return 1;
}
}
return 0;
}
/* after this you can call restore too */
void WM_cursor_time(wmWindow *win, int nr)
{
/* 10 8x8 digits */
const char number_bitmaps[10][8] = {
{0, 56, 68, 68, 68, 68, 68, 56},
{0, 24, 16, 16, 16, 16, 16, 56},
{0, 60, 66, 32, 16, 8, 4, 126},
{0, 124, 32, 16, 56, 64, 66, 60},
{0, 32, 48, 40, 36, 126, 32, 32},
{0, 124, 4, 60, 64, 64, 68, 56},
{0, 56, 4, 4, 60, 68, 68, 56},
{0, 124, 64, 32, 16, 8, 8, 8},
{0, 60, 66, 66, 60, 66, 66, 60},
{0, 56, 68, 68, 120, 64, 68, 56},
};
uchar mask[16][2];
uchar bitmap[16][2] = {{0}};
if (win->lastcursor == 0) {
win->lastcursor = win->cursor;
}
memset(&mask, 0xFF, sizeof(mask));
/* print number bottom right justified */
for (int idx = 3; nr && idx >= 0; idx--) {
const char *digit = number_bitmaps[nr % 10];
int x = idx % 2;
int y = idx / 2;
for (int i = 0; i < 8; i++) {
bitmap[i + y * 8][x] = digit[i];
}
nr /= 10;
}
window_set_custom_cursor(win, mask, bitmap, 7, 7);
/* Unset current cursor value so it's properly reset to wmWindow.lastcursor. */
win->cursor = 0;
}
/**
* Custom Cursor Description
* =========================
*
* Each bit represents a pixel, so 1 byte = 8 pixels,
* the bytes go Left to Right. Top to bottom
* the bits in a byte go right to left
* (ie; 0x01, 0x80 represents a line of 16 pix with the first and last pix set.)
*
* - A 0 in the bitmap = white, a 1 black
* - a 0 in the mask = transparent pix.
*
* This type of cursor is 16x16 pixels only.
*
* ----
*
* There is a nice Python GUI utility that can be used for drawing cursors in
* this format in the Blender source distribution, in
* `./source/tools/utils/make_cursor_gui.py` .
*
* Start it with the command `python3 make_cursor_gui.py`
* It will copy its output to the console when you press 'Do it'.
*/
/**
* Because defining a cursor mixes declarations and executable code
* each cursor needs its own scoping block or it would be split up
* over several hundred lines of code. To enforce/document this better
* I define 2 pretty brain-dead macros so it's obvious what the extra "[]"
* are for */
#define BEGIN_CURSOR_BLOCK \
{ \
((void)0)
#define END_CURSOR_BLOCK \
} \
((void)0)
void wm_init_cursor_data(void)
{
/********************** NW_ARROW Cursor **************************/
BEGIN_CURSOR_BLOCK;
static char nw_bitmap[] = {
0x00, 0x00, 0x02, 0x00, 0x06, 0x00, 0x0e, 0x00, 0x1e, 0x00, 0x3e,
0x00, 0x7e, 0x00, 0xfe, 0x00, 0xfe, 0x01, 0xfe, 0x03, 0xfe, 0x07,
0x7e, 0x00, 0x6e, 0x00, 0xc6, 0x00, 0xc2, 0x00, 0x00, 0x00,
};
static char nw_mask[] = {
0x03, 0x00, 0x07, 0x00, 0x0f, 0x00, 0x1f, 0x00, 0x3f, 0x00, 0x7f,
0x00, 0xff, 0x00, 0xff, 0x01, 0xff, 0x03, 0xff, 0x07, 0xff, 0x0f,
0xff, 0x0f, 0xff, 0x00, 0xef, 0x01, 0xe7, 0x01, 0xc3, 0x00,
};
static BCursor NWArrowCursor = {
nw_bitmap,
nw_mask,
0,
0,
true,
};
BlenderCursor[WM_CURSOR_DEFAULT] = &NWArrowCursor;
BlenderCursor[WM_CURSOR_COPY] = &NWArrowCursor;
BlenderCursor[WM_CURSOR_NW_ARROW] = &NWArrowCursor;
END_CURSOR_BLOCK;
/************************ NS_ARROW Cursor *************************/
BEGIN_CURSOR_BLOCK;
static char ns_bitmap[] = {
0x00, 0x00, 0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00,
0xf0, 0x07, 0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00, 0x00, 0x00,
};
static char ns_mask[] = {
0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07, 0xf8, 0x0f, 0xfc,
0x1f, 0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0xfc, 0x1f,
0xf8, 0x0f, 0xf0, 0x07, 0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00,
};
static BCursor NSArrowCursor = {
ns_bitmap,
ns_mask,
7,
7,
true,
};
BlenderCursor[WM_CURSOR_Y_MOVE] = &NSArrowCursor;
BlenderCursor[WM_CURSOR_NS_ARROW] = &NSArrowCursor;
END_CURSOR_BLOCK;
/********************** EW_ARROW Cursor *************************/
BEGIN_CURSOR_BLOCK;
static char ew_bitmap[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x08, 0x18,
0x18, 0x1c, 0x38, 0xfe, 0x7f, 0x1c, 0x38, 0x18, 0x18, 0x10, 0x08,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static char ew_mask[] = {
0x00, 0x00, 0x00, 0x00, 0x20, 0x04, 0x30, 0x0c, 0x38, 0x1c, 0x3c,
0x3c, 0xfe, 0x7f, 0xff, 0xff, 0xfe, 0x7f, 0x3c, 0x3c, 0x38, 0x1c,
0x30, 0x0c, 0x20, 0x04, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static BCursor EWArrowCursor = {
ew_bitmap,
ew_mask,
7,
7,
true,
};
BlenderCursor[WM_CURSOR_X_MOVE] = &EWArrowCursor;
BlenderCursor[WM_CURSOR_EW_ARROW] = &EWArrowCursor;
END_CURSOR_BLOCK;
/********************** Wait Cursor *****************************/
BEGIN_CURSOR_BLOCK;
static char wait_bitmap[] = {
0x00, 0x00, 0x00, 0x00, 0xf0, 0x07, 0xf0, 0x07, 0xb0, 0x06, 0x60,
0x03, 0xc0, 0x01, 0x80, 0x00, 0x80, 0x00, 0xc0, 0x01, 0x60, 0x03,
0x30, 0x06, 0x10, 0x04, 0xf0, 0x07, 0x00, 0x00, 0x00, 0x00,
};
static char wait_mask[] = {
0xfc, 0x1f, 0xfc, 0x1f, 0xf8, 0x0f, 0xf8, 0x0f, 0xf8, 0x0f, 0xf0,
0x07, 0xe0, 0x03, 0xc0, 0x01, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07,
0xf8, 0x0f, 0xf8, 0x0f, 0xf8, 0x0f, 0xfc, 0x1f, 0xfc, 0x1f,
};
static BCursor WaitCursor = {
wait_bitmap,
wait_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_WAIT] = &WaitCursor;
END_CURSOR_BLOCK;
/********************** Mute Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char mute_bitmap[] = {
0x00, 0x00, 0x22, 0x00, 0x14, 0x00, 0x08, 0x03, 0x14, 0x03, 0x22,
0x03, 0x00, 0x03, 0x00, 0x03, 0xf8, 0x7c, 0xf8, 0x7c, 0x00, 0x03,
0x00, 0x03, 0x00, 0x03, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00,
};
static char mute_mask[] = {
0x63, 0x00, 0x77, 0x00, 0x3e, 0x03, 0x1c, 0x03, 0x3e, 0x03, 0x77,
0x03, 0x63, 0x03, 0x80, 0x07, 0xfc, 0xfc, 0xfc, 0xfc, 0x80, 0x07,
0x00, 0x03, 0x00, 0x03, 0x00, 0x03, 0x00, 0x03, 0x00, 0x03,
};
static BCursor MuteCursor = {
mute_bitmap,
mute_mask,
9,
8,
true,
};
BlenderCursor[WM_CURSOR_MUTE] = &MuteCursor;
END_CURSOR_BLOCK;
/****************** Normal Cross Cursor ************************/
BEGIN_CURSOR_BLOCK;
static char cross_bitmap[] = {
0x00, 0x00, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80,
0x01, 0x00, 0x00, 0x3e, 0x7c, 0x3e, 0x7c, 0x00, 0x00, 0x80, 0x01,
0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x00, 0x00,
};
static char cross_mask[] = {
0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03, 0xc0,
0x03, 0x7f, 0xfe, 0x7f, 0xfe, 0x7f, 0xfe, 0xff, 0xff, 0xc0, 0x03,
0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03,
};
static BCursor CrossCursor = {
cross_bitmap,
cross_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_EDIT] = &CrossCursor;
BlenderCursor[WM_CURSOR_CROSS] = &CrossCursor;
END_CURSOR_BLOCK;
/****************** Painting Cursor ************************/
BEGIN_CURSOR_BLOCK;
static char paint_bitmap[] = {
0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x8f, 0x78, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00,
};
static char paint_mask[] = {
0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0x00, 0x00, 0x00,
0x00, 0x8f, 0x78, 0xcf, 0x79, 0x8f, 0x78, 0x00, 0x00, 0x00, 0x00,
0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0x00, 0x00,
};
static BCursor PaintCursor = {
paint_bitmap,
paint_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_PAINT] = &PaintCursor;
END_CURSOR_BLOCK;
/********************** Dot Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char dot_bitmap[] = {
0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x8f, 0x78, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00,
};
static char dot_mask[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x80, 0x00, 0xc0, 0x01, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static BCursor DotCursor = {
dot_bitmap,
dot_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_DOT] = &DotCursor;
END_CURSOR_BLOCK;
/************* Minimal Crosshair Cursor ***************/
BEGIN_CURSOR_BLOCK;
static char crossc_bitmap[] = {
0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00,
0x00, 0x80, 0x00, 0x55, 0x55, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00,
0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00,
};
static char crossc_mask[] = {
0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x7f, 0x7f, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00,
0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x00, 0x00,
};
static BCursor CrossCursorC = {
crossc_bitmap,
crossc_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_CROSSC] = &CrossCursorC;
END_CURSOR_BLOCK;
/********************** Knife Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char knife_bitmap[] = {
0x00, 0x00, 0x00, 0x40, 0x00, 0x60, 0x00, 0x30, 0x00, 0x18, 0x00,
0x0c, 0x00, 0x06, 0x00, 0x0f, 0x80, 0x07, 0xc0, 0x03, 0xe0, 0x01,
0xf0, 0x00, 0x78, 0x00, 0x3c, 0x00, 0x0e, 0x00, 0x00, 0x00,
};
static char knife_mask[] = {
0x00, 0x40, 0x00, 0xe0, 0x00, 0xf0, 0x00, 0x78, 0x00, 0x3c, 0x00,
0x1e, 0x00, 0x0f, 0x80, 0x1f, 0xc0, 0x0f, 0xe0, 0x07, 0xf0, 0x03,
0xf8, 0x01, 0xfc, 0x00, 0x7e, 0x00, 0x3f, 0x00, 0x0f, 0x00,
};
static BCursor KnifeCursor = {
knife_bitmap,
knife_mask,
0,
15,
false,
};
BlenderCursor[WM_CURSOR_KNIFE] = &KnifeCursor;
END_CURSOR_BLOCK;
/********************** Loop Select Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char vloop_bitmap[] = {
0x00, 0x00, 0x7e, 0x00, 0x3e, 0x00, 0x1e, 0x00, 0xfe, 0xf0, 0x96,
0x9f, 0x92, 0x90, 0xf0, 0xf0, 0x20, 0x40, 0x20, 0x40, 0x20, 0x40,
0x20, 0x40, 0xf0, 0xf0, 0x90, 0x90, 0x90, 0x9f, 0xf0, 0xf0,
};
static char vloop_mask[] = {
0xff, 0x01, 0xff, 0x00, 0x7f, 0x00, 0x3f, 0x00, 0xff, 0xf0, 0xff,
0xff, 0xf7, 0xff, 0xf3, 0xf0, 0x61, 0x60, 0x60, 0x60, 0x60, 0x60,
0x60, 0x60, 0xf0, 0xf0, 0xf0, 0xff, 0xf0, 0xff, 0xf0, 0xf0,
};
static BCursor VLoopCursor = {
vloop_bitmap,
vloop_mask,
0,
0,
false,
};
BlenderCursor[WM_CURSOR_VERTEX_LOOP] = &VLoopCursor;
END_CURSOR_BLOCK;
/********************** TextEdit Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char textedit_bitmap[] = {
0x00, 0x00, 0x70, 0x07, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80,
0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x80, 0x00,
0x80, 0x00, 0x80, 0x00, 0x80, 0x00, 0x70, 0x07, 0x00, 0x00,
};
static char textedit_mask[] = {
0x70, 0x07, 0xf8, 0x0f, 0xf0, 0x07, 0xc0, 0x01, 0xc0, 0x01, 0xc0,
0x01, 0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01, 0xc0, 0x01,
0xc0, 0x01, 0xc0, 0x01, 0xf0, 0x07, 0xf8, 0x0f, 0x70, 0x07,
};
static BCursor TextEditCursor = {
textedit_bitmap,
textedit_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_TEXT_EDIT] = &TextEditCursor;
END_CURSOR_BLOCK;
/********************** Paintbrush Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char paintbrush_bitmap[] = {
0x00, 0x00, 0x00, 0x30, 0x00, 0x78, 0x00, 0x74, 0x00, 0x2e, 0x00,
0x1f, 0x80, 0x0f, 0xc0, 0x07, 0xe0, 0x03, 0xf0, 0x01, 0xf8, 0x00,
0x7c, 0x00, 0x3e, 0x00, 0x1e, 0x00, 0x0e, 0x00, 0x00, 0x00,
};
static char paintbrush_mask[] = {
0x00, 0x30, 0x00, 0x78, 0x00, 0xfc, 0x00, 0xfe, 0x00, 0x7f, 0x80,
0x3f, 0xc0, 0x1f, 0xe0, 0x0f, 0xf0, 0x07, 0xf8, 0x03, 0xfc, 0x01,
0xfe, 0x00, 0x7f, 0x00, 0x3f, 0x00, 0x1f, 0x00, 0x0f, 0x00,
};
static BCursor PaintBrushCursor = {
paintbrush_bitmap,
paintbrush_mask,
0,
15,
false,
};
BlenderCursor[WM_CURSOR_PAINT_BRUSH] = &PaintBrushCursor;
END_CURSOR_BLOCK;
/********************** Eraser Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char eraser_bitmap[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80,
0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07, 0xf8, 0x0f, 0xfc, 0x07,
0xfe, 0x03, 0xfe, 0x01, 0xfe, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static char eraser_mask[] = {
0x00, 0x00, 0x00, 0x04, 0x00, 0x0e, 0x00, 0x1f, 0x80, 0x3f, 0xc0,
0x7f, 0xe0, 0xff, 0xf0, 0x7f, 0xf8, 0x3f, 0xfc, 0x1f, 0xfe, 0x0f,
0xff, 0x07, 0xff, 0x03, 0xff, 0x01, 0xff, 0x00, 0x00, 0x00,
};
static BCursor EraserCursor = {
eraser_bitmap,
eraser_mask,
0,
14,
false,
};
BlenderCursor[WM_CURSOR_ERASER] = &EraserCursor;
END_CURSOR_BLOCK;
/********************** Hand Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char hand_bitmap[] = {
0x00, 0x00, 0x80, 0x01, 0x80, 0x0d, 0x98, 0x6d, 0xb8, 0x6d, 0xb0,
0x6d, 0xb0, 0x6d, 0xe0, 0x6f, 0xe6, 0x7f, 0xee, 0x7f, 0x7c, 0x35,
0x78, 0x35, 0x70, 0x15, 0x60, 0x15, 0xc0, 0x1f, 0xc0, 0x1f,
};
static char hand_mask[] = {
0x80, 0x01, 0xc0, 0x0f, 0xd8, 0x7f, 0xfc, 0xff, 0xfc, 0xff, 0xf8,
0xff, 0xf8, 0xff, 0xf6, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0x7f,
0xfc, 0x7f, 0xf8, 0x3f, 0xf0, 0x3f, 0xe0, 0x3f, 0xe0, 0x3f,
};
static BCursor HandCursor = {
hand_bitmap,
hand_mask,
8,
8,
false,
};
BlenderCursor[WM_CURSOR_HAND] = &HandCursor;
END_CURSOR_BLOCK;
/********************** NSEW Scroll Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char nsewscroll_bitmap[] = {
0x00, 0x00, 0x80, 0x01, 0xc0, 0x03, 0x40, 0x02, 0x00, 0x00, 0x00,
0x00, 0x0c, 0x30, 0x06, 0x60, 0x06, 0x60, 0x0c, 0x30, 0x00, 0x00,
0x00, 0x00, 0x40, 0x02, 0xc0, 0x03, 0x80, 0x01, 0x00, 0x00,
};
static char nsewscroll_mask[] = {
0x80, 0x01, 0xc0, 0x03, 0xe0, 0x07, 0xe0, 0x07, 0x40, 0x02, 0x0c,
0x30, 0x1e, 0x78, 0x0f, 0xf0, 0x0f, 0xf8, 0x1e, 0x78, 0x0c, 0x30,
0x40, 0x02, 0xe0, 0x07, 0xe0, 0x07, 0xc0, 0x03, 0x80, 0x01,
};
static BCursor NSEWScrollCursor = {
nsewscroll_bitmap,
nsewscroll_mask,
7,
7,
true,
};
BlenderCursor[WM_CURSOR_NSEW_SCROLL] = &NSEWScrollCursor;
END_CURSOR_BLOCK;
/********************** NS Scroll Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char nsscroll_bitmap[] = {
0x00, 0x00, 0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0x70, 0x07, 0x20,
0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x20, 0x02,
0x70, 0x07, 0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00, 0x00, 0x00,
};
static char nsscroll_mask[] = {
0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07, 0xf8, 0x0f, 0x70,
0x07, 0x20, 0x02, 0x00, 0x00, 0x00, 0x00, 0x20, 0x02, 0x70, 0x07,
0xf8, 0x0f, 0xf0, 0x07, 0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00,
};
static BCursor NSScrollCursor = {
nsscroll_bitmap,
nsscroll_mask,
7,
7,
true,
};
BlenderCursor[WM_CURSOR_NS_SCROLL] = &NSScrollCursor;
END_CURSOR_BLOCK;
/********************** EW Scroll Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char ewscroll_bitmap[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x08, 0x38,
0x1c, 0x1c, 0x38, 0x0e, 0x70, 0x1c, 0x38, 0x38, 0x1c, 0x10, 0x08,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static char ewscroll_mask[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x10, 0x08, 0x38, 0x1c, 0x7c,
0x3e, 0x3e, 0x7c, 0x1f, 0xf8, 0x3e, 0x7c, 0x7c, 0x3e, 0x38, 0x1c,
0x10, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static BCursor EWScrollCursor = {
ewscroll_bitmap,
ewscroll_mask,
7,
7,
true,
};
BlenderCursor[WM_CURSOR_EW_SCROLL] = &EWScrollCursor;
END_CURSOR_BLOCK;
/********************** Eyedropper Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char eyedropper_bitmap[] = {
0x00, 0x00, 0x00, 0x60, 0x00, 0x70, 0x00, 0x3a, 0x00, 0x17, 0x00,
0x0e, 0x00, 0x1d, 0x80, 0x0b, 0xc0, 0x01, 0xe0, 0x00, 0x70, 0x00,
0x38, 0x00, 0x1c, 0x00, 0x0c, 0x00, 0x02, 0x00, 0x00, 0x00,
};
static char eyedropper_mask[] = {
0x00, 0x60, 0x00, 0xf0, 0x00, 0xfa, 0x00, 0x7f, 0x80, 0x3f, 0x00,
0x1f, 0x80, 0x3f, 0xc0, 0x1f, 0xe0, 0x0b, 0xf0, 0x01, 0xf8, 0x00,
0x7c, 0x00, 0x3e, 0x00, 0x1e, 0x00, 0x0f, 0x00, 0x03, 0x00,
};
static BCursor EyedropperCursor = {
eyedropper_bitmap,
eyedropper_mask,
0,
15,
false,
};
BlenderCursor[WM_CURSOR_EYEDROPPER] = &EyedropperCursor;
END_CURSOR_BLOCK;
/********************** Swap Area Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char swap_bitmap[] = {
0xc0, 0xff, 0x40, 0x80, 0x40, 0xbc, 0x40, 0xb8, 0x40, 0xb8, 0x40,
0xa4, 0x00, 0x82, 0xfe, 0x81, 0x7e, 0x81, 0xbe, 0xfd, 0xda, 0x01,
0xe2, 0x01, 0xe2, 0x01, 0xc2, 0x01, 0xfe, 0x01, 0x00, 0x00,
};
static char swap_mask[] = {
0xc0, 0xff, 0xc0, 0xff, 0xc0, 0xff, 0xc0, 0xff, 0xc0, 0xff, 0xc0,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x03,
0xff, 0x03, 0xff, 0x03, 0xff, 0x03, 0xff, 0x03, 0xff, 0x03,
};
static BCursor SwapCursor = {
swap_bitmap,
swap_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_SWAP_AREA] = &SwapCursor;
END_CURSOR_BLOCK;
/********************** Vertical Split Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char vsplit_bitmap[] = {
0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x88,
0x11, 0x8c, 0x31, 0x86, 0x61, 0x86, 0x61, 0x8c, 0x31, 0x88, 0x11,
0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01, 0x80, 0x01,
};
static char vsplit_mask[] = {
0xe0, 0x07, 0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03, 0xc8, 0x13, 0xdc,
0x3b, 0xde, 0x7b, 0xcf, 0xf3, 0xcf, 0xf3, 0xde, 0x7b, 0xdc, 0x3b,
0xc8, 0x13, 0xc0, 0x03, 0xc0, 0x03, 0xc0, 0x03, 0xe0, 0x07,
};
static BCursor VSplitCursor = {
vsplit_bitmap,
vsplit_mask,
7,
7,
true,
};
BlenderCursor[WM_CURSOR_V_SPLIT] = &VSplitCursor;
END_CURSOR_BLOCK;
/********************** Horizontal Split Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char hsplit_bitmap[] = {
0x00, 0x00, 0x80, 0x01, 0xc0, 0x03, 0x60, 0x06, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x60, 0x06, 0xc0, 0x03, 0x80, 0x01, 0x00, 0x00,
};
static char hsplit_mask[] = {
0x80, 0x01, 0xc0, 0x03, 0xe0, 0x07, 0xf0, 0x0f, 0x60, 0x06, 0x01,
0x80, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x01, 0x80,
0x60, 0x06, 0xf0, 0x0f, 0xe0, 0x07, 0xc0, 0x03, 0x80, 0x01,
};
static BCursor HSplitCursor = {
hsplit_bitmap,
hsplit_mask,
7,
7,
true,
};
BlenderCursor[WM_CURSOR_H_SPLIT] = &HSplitCursor;
END_CURSOR_BLOCK;
/********************** North Arrow Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char narrow_bitmap[] = {
0x00, 0x00, 0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07, 0xf8,
0x0f, 0x7c, 0x1f, 0x3e, 0x3e, 0x1c, 0x1c, 0x08, 0x08, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static char narrow_mask[] = {
0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07, 0xf8, 0x0f, 0xfc,
0x1f, 0xfe, 0x3f, 0x7f, 0x7f, 0x3e, 0x3e, 0x1c, 0x1c, 0x08, 0x08,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static BCursor NArrowCursor = {
narrow_bitmap,
narrow_mask,
7,
5,
true,
};
BlenderCursor[WM_CURSOR_N_ARROW] = &NArrowCursor;
END_CURSOR_BLOCK;
/********************** South Arrow Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char sarrow_bitmap[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x08, 0x08, 0x1c, 0x1c, 0x3e, 0x3e, 0x7c, 0x1f, 0xf8, 0x0f,
0xf0, 0x07, 0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00, 0x00, 0x00,
};
static char sarrow_mask[] = {
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x08,
0x08, 0x1c, 0x1c, 0x3e, 0x3e, 0x7f, 0x7f, 0xfe, 0x3f, 0xfc, 0x1f,
0xf8, 0x0f, 0xf0, 0x07, 0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00,
};
static BCursor SArrowCursor = {
sarrow_bitmap,
sarrow_mask,
7,
10,
true,
};
BlenderCursor[WM_CURSOR_S_ARROW] = &SArrowCursor;
END_CURSOR_BLOCK;
/********************** East Arrow Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char earrow_bitmap[] = {
0x00, 0x00, 0x00, 0x01, 0x80, 0x03, 0xc0, 0x07, 0x80, 0x0f, 0x00,
0x1f, 0x00, 0x3e, 0x00, 0x7c, 0x00, 0x3e, 0x00, 0x1f, 0x80, 0x0f,
0xc0, 0x07, 0x80, 0x03, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00,
};
static char earrow_mask[] = {
0x00, 0x01, 0x80, 0x03, 0xc0, 0x07, 0xe0, 0x0f, 0xc0, 0x1f, 0x80,
0x3f, 0x00, 0x7f, 0x00, 0xfe, 0x00, 0x7f, 0x80, 0x3f, 0xc0, 0x1f,
0xe0, 0x0f, 0xc0, 0x07, 0x80, 0x03, 0x00, 0x01, 0x00, 0x00,
};
static BCursor EArrowCursor = {
earrow_bitmap,
earrow_mask,
10,
7,
true,
};
BlenderCursor[WM_CURSOR_E_ARROW] = &EArrowCursor;
END_CURSOR_BLOCK;
/********************** West Arrow Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char warrow_bitmap[] = {
0x00, 0x00, 0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x01, 0xf8,
0x00, 0x7c, 0x00, 0x3e, 0x00, 0x7c, 0x00, 0xf8, 0x00, 0xf0, 0x01,
0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static char warrow_mask[] = {
0x80, 0x00, 0xc0, 0x01, 0xe0, 0x03, 0xf0, 0x07, 0xf8, 0x03, 0xfc,
0x01, 0xfe, 0x00, 0x7f, 0x00, 0xfe, 0x00, 0xfc, 0x01, 0xf8, 0x03,
0xf0, 0x07, 0xe0, 0x03, 0xc0, 0x01, 0x80, 0x00, 0x00, 0x00,
};
static BCursor WArrowCursor = {
warrow_bitmap,
warrow_mask,
5,
7,
true,
};
BlenderCursor[WM_CURSOR_W_ARROW] = &WArrowCursor;
END_CURSOR_BLOCK;
/********************** Stop Sign Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char stop_bitmap[] = {
0x00, 0x00, 0xe0, 0x07, 0xf8, 0x1f, 0x1c, 0x3c, 0x3c, 0x30, 0x76,
0x70, 0xe6, 0x60, 0xc6, 0x61, 0x86, 0x63, 0x06, 0x67, 0x0e, 0x6e,
0x0c, 0x3c, 0x3c, 0x38, 0xf8, 0x1f, 0xe0, 0x07, 0x00, 0x00,
};
static char stop_mask[] = {
0xe0, 0x07, 0xf8, 0x1f, 0xfc, 0x3f, 0xfe, 0x7f, 0x7e, 0x7c, 0xff,
0xf8, 0xff, 0xf1, 0xef, 0xf3, 0xcf, 0xf7, 0x8f, 0xff, 0x1f, 0xff,
0x3e, 0x7e, 0xfe, 0x7f, 0xfc, 0x3f, 0xf8, 0x1f, 0xe0, 0x07,
};
static BCursor StopCursor = {
stop_bitmap,
stop_mask,
7,
7,
false,
};
BlenderCursor[WM_CURSOR_STOP] = &StopCursor;
END_CURSOR_BLOCK;
/********************** Zoom In Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char zoomin_bitmap[] = {
0x00, 0x00, 0x00, 0x00, 0xe0, 0x00, 0xf8, 0x03, 0xb8, 0x03, 0xbc,
0x07, 0x0c, 0x06, 0xbc, 0x07, 0xb8, 0x03, 0xf8, 0x0b, 0xe0, 0x14,
0x00, 0x22, 0x00, 0x44, 0x00, 0x88, 0x00, 0x90, 0x00, 0x60,
};
static char zoomin_mask[] = {
0x00, 0x00, 0xe0, 0x00, 0xf8, 0x03, 0xfc, 0x07, 0xfc, 0x07, 0xfe,
0x0f, 0xfe, 0x0f, 0xfe, 0x0f, 0xfc, 0x07, 0xfc, 0x0f, 0xf8, 0x1f,
0xe0, 0x3e, 0x00, 0x7c, 0x00, 0xf8, 0x00, 0xf0, 0x00, 0x60,
};
static BCursor ZoomInCursor = {
zoomin_bitmap,
zoomin_mask,
6,
6,
false,
};
BlenderCursor[WM_CURSOR_ZOOM_IN] = &ZoomInCursor;
END_CURSOR_BLOCK;
/********************** Zoom Out Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char zoomout_bitmap[] = {
0x00, 0x00, 0x00, 0x00, 0xe0, 0x00, 0xf8, 0x03, 0xf8, 0x03, 0xfc,
0x07, 0x0c, 0x06, 0xfc, 0x07, 0xf8, 0x03, 0xf8, 0x0b, 0xe0, 0x14,
0x00, 0x22, 0x00, 0x44, 0x00, 0x88, 0x00, 0x90, 0x00, 0x60,
};
static char zoomout_mask[] = {
0x00, 0x00, 0xe0, 0x00, 0xf8, 0x03, 0xfc, 0x07, 0xfc, 0x07, 0xfe,
0x0f, 0xfe, 0x0f, 0xfe, 0x0f, 0xfc, 0x07, 0xfc, 0x0f, 0xf8, 0x1f,
0xe0, 0x3e, 0x00, 0x7c, 0x00, 0xf8, 0x00, 0xf0, 0x00, 0x60,
};
static BCursor ZoomOutCursor = {
zoomout_bitmap,
zoomout_mask,
6,
6,
false,
};
BlenderCursor[WM_CURSOR_ZOOM_OUT] = &ZoomOutCursor;
END_CURSOR_BLOCK;
/********************** Area Pick Cursor ***********************/
BEGIN_CURSOR_BLOCK;
static char pick_area_bitmap[] = {
0x00, 0x00, 0x10, 0x00, 0x10, 0x00, 0x10, 0x00, 0xfe, 0x00, 0x10,
0x00, 0x10, 0x00, 0x10, 0x00, 0x00, 0xbf, 0x00, 0x81, 0x00, 0x81,
0x00, 0x81, 0x00, 0x81, 0x00, 0x81, 0x00, 0x80, 0x00, 0xff,
};
static char pick_area_mask[] = {
0x38, 0x00, 0x38, 0x00, 0x38, 0x00, 0xff, 0x01, 0xff, 0x01, 0xff,
0x01, 0x38, 0x00, 0xb8, 0x7f, 0xb8, 0xff, 0x80, 0xc1, 0x80, 0xc1,
0x80, 0xc1, 0x80, 0xc1, 0x80, 0xc1, 0x80, 0xff, 0x00, 0xff,
};
static BCursor PickAreaCursor = {
pick_area_bitmap,
pick_area_mask,
4,
4,
false,
};
BlenderCursor[WM_CURSOR_PICK_AREA] = &PickAreaCursor;
END_CURSOR_BLOCK;
/********************** Put the cursors in the array ***********************/
}