diff --git a/tutorials/inputs/custom_mouse_cursor.rst b/tutorials/inputs/custom_mouse_cursor.rst index 36fb6f5e3..0964ca293 100644 --- a/tutorials/inputs/custom_mouse_cursor.rst +++ b/tutorials/inputs/custom_mouse_cursor.rst @@ -7,17 +7,14 @@ You might want to change the appearance of the mouse cursor in your game in order to suit the overall design. There are two ways to customize the mouse cursor: -1. Using project settings -2. Using a script - -Using project settings is a simpler (but more limited) way to customize the mouse cursor. -The second way is more customizable, but involves scripting: +1. Using project settings. This is simpler, but more limited. +2. Using a script. This is more customizable, but involves scripting. .. note:: You could display a "software" mouse cursor by hiding the mouse cursor and moving a Sprite2D to the cursor position in a ``_process()`` method, but - this will add at least one frame of latency compared to an "hardware" mouse + this will add at least one frame of latency compared to a "hardware" mouse cursor. Therefore, it's recommended to use the approach described here whenever possible. @@ -27,18 +24,20 @@ The second way is more customizable, but involves scripting: Using project settings ---------------------- -Open project settings, go to Display>Mouse Cursor. You will see Custom Image, Custom Image Hotspot -and Tooltip Position Offset. +Open the **Project Settings** and go to **Display > Mouse Cursor**. You will see the settings +:ref:`Custom Image `, +:ref:`Custom Image Hotspot `, +and :ref:`Tooltip Position Offset `. .. image:: img/cursor_project_settings.webp -Custom Image is the desired image that you would like to set as the mouse cursor. -Custom Hotspot is the point in the image that you would like to use as the cursor's detection point. +**Custom Image** is the desired image that you would like to set as the mouse cursor. +**Custom Hotspot** is the point in the image that you would like to use as the cursor's detection point. .. warning:: The custom image **must** be 256×256 pixels at most. To avoid rendering - issues, sizes lower than or equal to 128×128 are recommended. + issues, sizes of 128×128 or smaller are recommended. On the web platform, the maximum allowed cursor image size is 128×128. @@ -68,18 +67,23 @@ Create a Node and attach the following script. .. code-tab:: csharp - public override void _Ready() + using Godot; + + public partial class MyNode : Node { - // Load the custom images for the mouse cursor. - var arrow = ResourceLoader.Load("res://arrow.png"); - var beam = ResourceLoader.Load("res://beam.png"); + public override void _Ready() + { + // Load the custom images for the mouse cursor. + var arrow = ResourceLoader.Load("res://arrow.png"); + var beam = ResourceLoader.Load("res://beam.png"); - // Changes only the arrow shape of the cursor. - // This is similar to changing it in the project settings. - Input.SetCustomMouseCursor(arrow); + // Changes only the arrow shape of the cursor. + // This is similar to changing it in the project settings. + Input.SetCustomMouseCursor(arrow); - // Changes a specific shape of the cursor (here, the I-beam shape). - Input.SetCustomMouseCursor(beam, Input.CursorShape.Ibeam); + // Changes a specific shape of the cursor (here, the I-beam shape). + Input.SetCustomMouseCursor(beam, Input.CursorShape.Ibeam); + } } .. seealso:: @@ -90,6 +94,6 @@ Create a Node and attach the following script. Cursor list ----------- -As documented in the :ref:`Input ` class (see the **CursorShape** -enum), there are multiple mouse cursors you can define. Which ones you want to -use depends on your use case. +There are multiple mouse cursors you can define, documented in the +:ref:`Input.CursorShape ` enum. Which ones you want to use +depends on your use case.