Mouse Cursors

Defining Cursors

New cursors can be added and default cursors can be changed using the new [MouseCursors] section, which centralizes cursor definitions in one place. Each cursor has a name, which can then be used as valid value for tags asking for a mouse cursor. Cursors are defined in a single line with comma-separated values as follows:

[MouseCursors]►Name= (cursor definition)

Name can be up to 31 characters long. Enter the values in the given order, separated by commas: Frame,Count,Interval,MiniFrame,MiniCount,HotSpotX,HotSpotY. If fewer items are defined, the remaining values are defaulted.

Frame is the starting frame of the cursor from mouse.sha. The first frame is 0. Defaults to 0.

Count is the number of frames in the animated cursor. Defaults to 1.

Interval is the rate to animate the cursor. Defaults to 0.

MiniFrame is like Frame, except this is for the mouse cursor when positioned on the minimap. Set this to -1 to disable the minimap cursor and to only allow players to click on the battlefield. Defaults to -1.

MiniCount is like Count, except this is for the mouse cursor when positioned on the minimap. Defaults to -1.

HotSpot specifies the point from which the click event will handled. HotSpotX should be one of Left, Center or Right. HotSpotY should be one of Top, Middle or Bottom. For example, Left,Top will treat the top-left corner of the cursor as the tip. Default is Left,Top.

Note

You cannot directly use the same definitions as used with other patches for Yuri’s Revenge, because Ares uses descriptive names instead of numbers for the HotSpotX,HotSpotY parts. To convert the values, replace 0 by either Left or Top, 12345 by either Center or Middle, and 54321 by either Right or Bottom.

New in version 0.D.

Default Cursors

The original game’s cursors are defined implicitly, that is, they exist and are available even without them being explicitly defined. See the list of default cursors.

Ares adds several new named cursors by default, which are used for special purposes like newly added features, or to distinguish different unit actions. These cursors can be overridden to give these functions a separate cursor without also changing the original cursors.

  • TogglePower: used for the Toggle Power feature when toggling power is possible on a building. Defaults to Power.
  • NoTogglePower: used for the Toggle Power feature when toggling power is not allowed. Defaults to Disallowed.
  • EngineerDamage: the cursor when an Engineer will not capture a building due to MultiEngineer being enabled. Defaults to Detonate.
  • InfantryHeal: the repair cursor on allied infantry. Defaults to 355,1,0,-1,-1,Center,Middle.
  • UnitRepair: the repair cursor on allied units. Defaults to Repair.
  • Tote: used for picking up Carryall cargo. Defaults to the blue move cursor.
  • TakeVehicle: used for VehicleThief and CanDrive on capturable vehicles. Defaults to the Enter.
  • Sabotage: used for Saboteur infantry on valid target buildings. Defaults to the Enter.

Note

The default cursors might change. Ares might add more special cursors to differentiate actions in a later version, change the defaults of the new cursors, or enable animations on default cursors.

Warning

Changing the cursor called Default is not supported.

New in version 0.D.

Migrating from Previous Versions

Ares versions prior to 0.D supported seven tags to define a mouse cursor: one base tag and six additional tags to define each of the parts of a cursor definition separately.

To migrate to the new [MouseCursors] section, first merge the separate tags like Cursor.Frame=355, Cursor.Count=1, ... into a one-line definition like Cursor=355,1,....

If you have such a one line cursor definition, copy it into the new [MouseCursors] section and give it a new, unique name like Medic. Use this unique name instead of the original Cursor=355,1,... line, that is, make it Cursor=Medic.

If you are using the same cursor definitions in several places, there is no need to give each a new name. You can reuse existing cursors.