In Flex 4, how can I change the cursor to a Bitmap image determined at runtime? All the examples I've seen use CursorManager.setCursor to s开发者_JS百科et the cursor to a class specified at compile time.
What I want to do is change the cursor to a bitmap whose bitmapData is determined by the context.
package cursor
{
import flash.display.BitmapData;
import flash.display.PixelSnapping;
import mx.core.BitmapAsset;
public class RuntimeBitmap1 extends BitmapAsset
{
public static var staticBitmapData:BitmapData;
public function RuntimeBitmap1()
{
super(staticBitmapData);
}
}
}
Usage:
var bitmapData:BitmapData = new BitmapData(50, 50, false, 0x88888888);
RuntimeBitmap1.staticBitmapData = bitmapData;
cursorManager.setCursor(RuntimeBitmap1, 0);
I wanted to draw a UIComponent as a cursor.
I managed it using a combination of Maxims answer and this Flex Cookbox article. The only change I had to make to Maxim answer was a s follows:
public function RuntimeBitmap1()
{
super(RuntimeBitmap1.staticBitmapData);
}
Otherwise staticBitmapData came through as null in the constructor.
Here are a few simple steps to change the default cursor with a bitmap image:
- Create your cursor of type Bitmap by using an image of your choice. You can also set the bitmapData dynamically during runtime.
var DEFAULT_CURSOR_IMAGE : Class; var myCursorBitmap : Bitmap; ... myCursorBitmap = new DEFAULT_CURSOR_IMAGE();
- Register to receive mouse move events and update cursor position accordingly.
function onMouseMove(event : MouseEvent) : void { myCursorBitmap.x = event.localX; myCursorBitmap.y = event.localY; }
Hide the real cursor by using Mouse.hide().
Show your custom cursor. You may update cursor shape later by setting bitmapData dynamically.
addChild(myCursorBitmap); ... myCursorBitmap.bitmapData = myNewCursor;
To restore the default cursor, remove your cursor bitmap from the stage and call Mouse.show().
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