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			251 lines
		
	
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			251 lines
		
	
	
	
		
			7.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "sdlcursormanager.hpp"
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#include <cassert>
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#include <stdexcept>
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#include <iostream>
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#include <cstdlib>
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#include <SDL_mouse.h>
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#include <SDL_endian.h>
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#include <osg/GraphicsContext>
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#include <osg/Geometry>
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#include <osg/Texture2D>
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#include <osg/TexMat>
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#include <osgViewer/GraphicsWindow>
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#include "imagetosurface.hpp"
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#ifdef OSG_LIBRARY_STATIC
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// Sets the default windowing system interface according to the OS.
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// Necessary for OpenSceneGraph to do some things, like decompression.
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USE_GRAPHICSWINDOW()
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#endif
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namespace
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{
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    class MyGraphicsContext {
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        public:
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            MyGraphicsContext(int w, int h)
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            {
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                osg::ref_ptr<osg::GraphicsContext::Traits> traits = new osg::GraphicsContext::Traits;
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                traits->x = 0;
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                traits->y = 0;
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                traits->width = w;
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                traits->height = h;
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                traits->red = 8;
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                traits->green = 8;
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                traits->blue = 8;
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                traits->alpha = 8;
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                traits->windowDecoration = false;
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                traits->doubleBuffer = false;
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                traits->sharedContext = 0;
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                traits->pbuffer = true;
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                osg::GraphicsContext::ScreenIdentifier si;
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                si.readDISPLAY();
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                if (si.displayNum<0) si.displayNum = 0;
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                traits->displayNum = si.displayNum;
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                traits->screenNum = si.screenNum;
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                traits->hostName = si.hostName;
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                _gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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                if (!_gc)
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                {
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                    std::cerr << "Failed to create pbuffer, failing back to normal graphics window." << std::endl;
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                    traits->pbuffer = false;
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                    _gc = osg::GraphicsContext::createGraphicsContext(traits.get());
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                    if (!_gc)
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                        throw std::runtime_error("Failed to create graphics context for image decompression");
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                }
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                if (_gc.valid())
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                {
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                    _gc->realize();
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                    _gc->makeCurrent();
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                }
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            }
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            osg::ref_ptr<osg::GraphicsContext> getContext()
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            {
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                return _gc;
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            }
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            bool valid() const { return _gc.valid() && _gc->isRealized(); }
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        private:
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            osg::ref_ptr<osg::GraphicsContext> _gc;
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    };
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    osg::ref_ptr<osg::Image> decompress (osg::ref_ptr<osg::Image> source, float rotDegrees)
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    {
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        // TODO: use software decompression once S3TC patent expires
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        int width = source->s();
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        int height = source->t();
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        MyGraphicsContext context(width, height);
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        osg::ref_ptr<osg::State> state = context.getContext()->getState();
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        osg::ref_ptr<osg::Texture2D> texture = new osg::Texture2D;
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        texture->setImage(source);
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        texture->setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_BORDER);
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        texture->setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_BORDER);
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        texture->setBorderColor(osg::Vec4f(0.f, 0.f, 0.f, 0.f));
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        osg::ref_ptr<osg::TexMat> texmat = new osg::TexMat;
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        osg::Matrix texRot (osg::Matrix::identity());
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        float theta ( osg::DegreesToRadians(-rotDegrees) );
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        float cosTheta = std::cos(theta);
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        float sinTheta = std::sin(theta);
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        texRot(0,0) = cosTheta;
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        texRot(1,0) = -sinTheta;
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        texRot(0,1) = sinTheta;
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        texRot(1,1) = cosTheta;
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        // Offset center of rotation to center of texture
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        texRot(3,0) = 0.5f + ( (-0.5f * cosTheta) - (-0.5f * sinTheta) );
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        texRot(3,1) = 0.5f + ( (-0.5f * sinTheta) + (-0.5f * cosTheta) );
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        texmat->setMatrix(texRot);
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        state->applyTextureAttribute(0, texmat);
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        osg::ref_ptr<osg::RefMatrix> identity (new osg::RefMatrix(osg::Matrix::identity()));
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        state->applyModelViewMatrix(identity);
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        state->applyProjectionMatrix(identity);
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        state->applyMode(GL_TEXTURE_2D, true);
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        state->applyTextureAttribute(0, texture);
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        osg::ref_ptr<osg::Image> resultImage = new osg::Image;
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        resultImage->allocateImage(width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
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        osg::RenderInfo renderInfo;
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        renderInfo.setState(state);
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        glViewport(0, 0, width, height);
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        osg::ref_ptr<osg::Geometry> geom;
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#if defined(__APPLE__)
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        // Extra flip needed on OS X systems due to a driver bug
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        const char* envval = getenv("OPENMW_CURSOR_WORKAROUND");
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        bool workaround = !envval || envval == std::string("1");
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        std::string vendorString = (const char*)glGetString(GL_VENDOR);
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        if (!envval)
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            workaround = vendorString.find("Intel") != std::string::npos || vendorString.find("ATI") != std::string::npos || vendorString.find("AMD") != std::string::npos;
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        if (workaround)
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            geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,1,0), osg::Vec3(2,0,0), osg::Vec3(0,-2,0));
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        else
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#endif
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        geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,-1,0), osg::Vec3(2,0,0), osg::Vec3(0,2,0));
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        geom->drawImplementation(renderInfo);
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        glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, resultImage->data());
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        geom->releaseGLObjects();
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        source->releaseGLObjects();
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        texture->releaseGLObjects();
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        return resultImage;
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    }
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}
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namespace SDLUtil
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{
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    SDLCursorManager::SDLCursorManager() :
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        mEnabled(false),
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        mInitialized(false)
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    {
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    }
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    SDLCursorManager::~SDLCursorManager()
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    {
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        CursorMap::const_iterator curs_iter = mCursorMap.begin();
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        while(curs_iter != mCursorMap.end())
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        {
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            SDL_FreeCursor(curs_iter->second);
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            ++curs_iter;
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        }
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        mCursorMap.clear();
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    }
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    void SDLCursorManager::setEnabled(bool enabled)
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    {
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        if(mInitialized && enabled == mEnabled)
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            return;
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        mInitialized = true;
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        mEnabled = enabled;
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        //turn on hardware cursors
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        if(enabled)
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        {
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            _setGUICursor(mCurrentCursor);
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        }
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        //turn off hardware cursors
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        else
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        {
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            SDL_ShowCursor(SDL_FALSE);
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        }
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    }
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    void SDLCursorManager::cursorChanged(const std::string& name)
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    {
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        mCurrentCursor = name;
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        CursorMap::const_iterator curs_iter = mCursorMap.find(name);
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        if(curs_iter != mCursorMap.end())
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        {
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            //we have this cursor
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            _setGUICursor(name);
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        }
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    }
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    void SDLCursorManager::_setGUICursor(const std::string &name)
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    {
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        SDL_SetCursor(mCursorMap.find(name)->second);
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    }
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    void SDLCursorManager::createCursor(const std::string& name, int rotDegrees, osg::Image* image, Uint8 hotspot_x, Uint8 hotspot_y)
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    {
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        _createCursorFromResource(name, rotDegrees, image, hotspot_x, hotspot_y);
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    }
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    void SDLCursorManager::_createCursorFromResource(const std::string& name, int rotDegrees, osg::Image* image, Uint8 hotspot_x, Uint8 hotspot_y)
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    {
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        osg::ref_ptr<osg::Image> decompressed;
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        if (mCursorMap.find(name) != mCursorMap.end())
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            return;
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        try {
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            decompressed = decompress(image, static_cast<float>(rotDegrees));
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        } catch (std::exception& e) {
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            std::cerr << e.what() << std::endl;
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            std::cerr <<"Using default cursor."<<std::endl;
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            return;
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        }
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        SDL_Surface* surf = SDLUtil::imageToSurface(decompressed, true);
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        //set the cursor and store it for later
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        SDL_Cursor* curs = SDL_CreateColorCursor(surf, hotspot_x, hotspot_y);
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        mCursorMap.insert(CursorMap::value_type(std::string(name), curs));
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        //clean up
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        SDL_FreeSurface(surf);
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    }
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}
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