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71 lines (60 loc) · 2.02 KB
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// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License
using System;
using System.Collections.Generic;
namespace UnityEngine.UIElements
{
public struct Cursor : IEquatable<Cursor>
{
public Texture2D texture { get; set; }
public Vector2 hotspot { get; set; }
// Used to support default cursor in the editor (map to MouseCursor enum)
internal int defaultCursorId { get; set; }
public override bool Equals(object obj)
{
return obj is Cursor && Equals((Cursor)obj);
}
public bool Equals(Cursor other)
{
return EqualityComparer<Texture2D>.Default.Equals(texture, other.texture) &&
hotspot.Equals(other.hotspot) &&
defaultCursorId == other.defaultCursorId;
}
public override int GetHashCode()
{
var hashCode = 1500536833;
hashCode = hashCode * -1521134295 + EqualityComparer<Texture2D>.Default.GetHashCode(texture);
hashCode = hashCode * -1521134295 + EqualityComparer<Vector2>.Default.GetHashCode(hotspot);
hashCode = hashCode * -1521134295 + defaultCursorId.GetHashCode();
return hashCode;
}
public static bool operator==(Cursor style1, Cursor style2)
{
return style1.Equals(style2);
}
public static bool operator!=(Cursor style1, Cursor style2)
{
return !(style1 == style2);
}
public override string ToString()
{
return $"texture={texture}, hotspot={hotspot}";
}
}
internal interface ICursorManager
{
void SetCursor(Cursor cursor);
void ResetCursor();
}
// In game implementation (not implemented yet)
internal class CursorManager : ICursorManager
{
public void SetCursor(Cursor cursor)
{
}
public void ResetCursor()
{
}
}
}