Mouse cursor arrow does not take camera rotation into account

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e_barkmann
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Mouse cursor arrow does not take camera rotation into account

Post by e_barkmann »

So if you have rotated the camera say 90 degrees, when you click on a unit and hover the mouse cursor (as white arrow) over a new hex to move to, the white arrow direction does not align with the hex sides correctly.
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Joram
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Joined: Fri Jul 15, 2005 5:40 am

RE: Mouse cursor arrow does not take camera rotation into account

Post by Joram »

I don't think that would be considered a bug because the game uses the systems cursor which doesn't rotate. That's why I always have the option checked to have the facing arrows visible when moving units.
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ericbabe
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RE: Mouse cursor arrow does not take camera rotation into account

Post by ericbabe »

We use eight mouse cursors and pick the one that best matches the camera angle out of these. We though we might get a better (but not perfect fit) if we went to 16 or 32 cursors, but the cursor (a standard Windows cursor) is pretty low resolution, and when we tried rotating it 22.5 degrees, but with only two colors to work with, it started to look rather mangled. It would be nice if Windows supported arbitrary rotation of vectorized cursors.
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