Hardware cursor isn't implemented for X.
Remove dead sys_cursor_create references. This was SVN commit r2812.
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@ -6,7 +6,9 @@
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// On Windows, allow runtime choice between system cursors and OpenGL
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// cursors (Windows = more responsive, OpenGL = more consistent with what
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// the game sees)
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#if OS_WIN
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#define ALLOW_SYS_CURSOR 1
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#endif
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#include "lib/ogl.h"
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#include "sysdep/sysdep.h" // sys_cursor_*
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@ -108,6 +110,8 @@ static int Cursor_reload(Cursor* c, const char* name, Handle)
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// .. system cursor (2d, hardware accelerated)
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#if ALLOW_SYS_CURSOR
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WARN_ERR(sys_cursor_load(filename, hotspotx, hotspoty, &c->sys_cursor));
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#else
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c->sys_cursor = 0;
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#endif
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// .. fall back to GLCursor (system cursor code is disabled or failed)
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if(!c->sys_cursor)
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@ -112,13 +112,6 @@ extern int clipboard_free(wchar_t* copy);
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// note: these do not warn on error; that is left to the caller.
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// creates a cursor from the given 32 bpp texture (described by tex.h flags).
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// hotspot (hx,hy) is the offset from its upper-left corner to the
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// position where mouse clicks are registered.
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// the cursor must be cursor_free-ed when no longer needed.
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extern int sys_cursor_create(uint w, uint h, uint flags, void* img,
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uint hx, uint hy, void** cursor);
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// creates a cursor from the given texture file.
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// hotspot (hx,hy) is the offset from its upper-left corner to the
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// position where mouse clicks are registered.
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@ -112,13 +112,6 @@ ErrorReaction display_error_impl(const wchar_t* text, int flags)
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// take advantage of hardware mouse cursors instead of the (jerky when
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// loading) OpenGL cursor.
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int sys_cursor_create(int UNUSED(w), int UNUSED(h), void* UNUSED(img),
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int UNUSED(hx), int UNUSED(hy), void** cursor)
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{
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*cursor = 0;
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return 0;
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}
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int sys_cursor_set(void* cursor)
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{
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return 0;
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