Create an animated color cursor.
Defined in <SDL3/SDL_mouse.h>
SDL_Cursor* SDL_CreateAnimatedCursor(SDL_CursorFrameInfo *frames,int frame_count,
int hot_x,
int hot_y);
SDL_CursorFrameInfo * | frames | an array of cursor images composing the animation. |
int | frame_count | the number of frames in the sequence. |
int | hot_x | the x position of the cursor hot spot. |
int | hot_y | the y position of the cursor hot spot. |
(SDL_Cursor *) Returns the new cursor on success or NULL on failure; call SDL_GetError() for more information.
Animated cursors are composed of a sequential array of frames, specified as surfaces and durations in an array of SDL_CursorFrameInfo structs. The hot spot coordinates are universal to all frames, and all frames must have the same dimensions.
Frame durations are specified in milliseconds. A duration of 0 implies an infinite frame time, and the animation will stop on that frame. To create a one-shot animation, set the duration of the last frame in the sequence to 0.
If this function is passed surfaces with alternate representations added with SDL_AddSurfaceAlternateImage(), the surfaces will be interpreted as the content to be used for 100% display scale, and the alternate representations will be used for high DPI situations. For example, if the original surfaces are 32x32, then on a 2x macOS display or 200% display scale on Windows, a 64x64 version of the image will be used, if available. If a matching version of the image isn't available, the closest larger size image will be downscaled to the appropriate size and be used instead, if available. Otherwise, the closest smaller image will be upscaled and be used instead.
If the underlying platform does not support animated cursors, this function will fall back to creating a static color cursor using the first frame in the sequence.
This function should only be called on the main thread.
This function is available since SDL 3.4.0.