Always generate square cursor images in changeCursor (fix portrait mode issue).
This is a workaround for corrupted non-square cursors seen on some Windows 7 machines with NVIDIA cards. The corruption only happens when the screen is in portrait mode.
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@ -657,11 +657,18 @@ return constructor(); // Return the public API interface
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/* Set CSS cursor property using data URI encoded cursor file */
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function changeCursor(target, pixels, mask, hotx, hoty, w, h, cmap) {
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function changeCursor(target, pixels, mask, hotx, hoty, w0, h0, cmap) {
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"use strict";
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var cur = [], rgb, IHDRsz, RGBsz, ANDsz, XORsz, url, idx, alpha, x, y;
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//Util.Debug(">> changeCursor, x: " + hotx + ", y: " + hoty + ", w: " + w + ", h: " + h);
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//Util.Debug(">> changeCursor, x: " + hotx + ", y: " + hoty + ", w0: " + w0 + ", h0: " + h0);
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var w = w0;
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var h = h0;
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if (h < w)
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h = w; // increase h to make it square
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else
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w = h; // increace w to make it square
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// Push multi-byte little-endian values
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cur.push16le = function (num) {
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this.push((num ) & 0xFF,
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@ -715,22 +722,28 @@ function changeCursor(target, pixels, mask, hotx, hoty, w, h, cmap) {
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// 62: color data (RGBQUAD icColors[])
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for (y = h-1; y >= 0; y -= 1) {
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for (x = 0; x < w; x += 1) {
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idx = y * Math.ceil(w / 8) + Math.floor(x/8);
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alpha = (mask[idx] << (x % 8)) & 0x80 ? 255 : 0;
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if (cmap) {
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idx = (w * y) + x;
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rgb = cmap[pixels[idx]];
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cur.push(rgb[2]); // blue
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cur.push(rgb[1]); // green
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cur.push(rgb[0]); // red
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cur.push(alpha); // alpha
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if (x >= w0 || y >= h0) {
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cur.push(0); // blue
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cur.push(0); // green
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cur.push(0); // red
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cur.push(0); // alpha
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} else {
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idx = ((w * y) + x) * 4;
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cur.push(pixels[idx + 2]); // blue
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cur.push(pixels[idx + 1]); // green
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cur.push(pixels[idx ]); // red
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cur.push(alpha); // alpha
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idx = y * Math.ceil(w0 / 8) + Math.floor(x/8);
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alpha = (mask[idx] << (x % 8)) & 0x80 ? 255 : 0;
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if (cmap) {
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idx = (w0 * y) + x;
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rgb = cmap[pixels[idx]];
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cur.push(rgb[2]); // blue
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cur.push(rgb[1]); // green
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cur.push(rgb[0]); // red
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cur.push(alpha); // alpha
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} else {
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idx = ((w0 * y) + x) * 4;
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cur.push(pixels[idx + 2]); // blue
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cur.push(pixels[idx + 1]); // green
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cur.push(pixels[idx ]); // red
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cur.push(alpha); // alpha
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}
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}
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}
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}
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