# Objective
- Bevy 0.15 added support for custom cursor images in
https://github.com/bevyengine/bevy/pull/14284.
- However, to do animated cursors using the initial support shipped in
0.15 means you'd have to animate the `Handle<Image>`: You can't use a
`TextureAtlas` like you can with sprites and UI images.
- For my use case, my cursors are spritesheets. To animate them, I'd
have to break them down into multiple `Image` assets, but that seems
less than ideal.
## Solution
- Allow users to specify a `TextureAtlas` field when creating a custom
cursor image.
- To create parity with Bevy's `TextureAtlas` support on `Sprite`s and
`ImageNode`s, this also allows users to specify `rect`, `flip_x` and
`flip_y`. In fact, for my own use case, I need to `flip_y`.
## Testing
- I added unit tests for `calculate_effective_rect` and
`extract_and_transform_rgba_pixels`.
- I added a brand new example for custom cursor images. It has controls
to toggle fields on and off. I opted to add a new example because the
existing cursor example (`window_settings`) would be far too messy for
showcasing these custom cursor features (I did start down that path but
decided to stop and make a brand new example).
- The new example uses a [Kenny cursor icon] sprite sheet. I included
the licence even though it's not required (and it's CC0).
- I decided to make the example just loop through all cursor icons for
its animation even though it's not a _realistic_ in-game animation
sequence.
- I ran the PNG through https://tinypng.com. Looks like it's about 35KB.
- I'm open to adjusting the example spritesheet if required, but if it's
fine as is, great.
[Kenny cursor icon]: https://kenney-assets.itch.io/crosshair-pack
---
## Showcase
https://github.com/user-attachments/assets/8f6be8d7-d1d4-42f9-b769-ef8532367749
## Migration Guide
The `CustomCursor::Image` enum variant has some new fields. Update your
code to set them.
Before:
```rust
CustomCursor::Image {
handle: asset_server.load("branding/icon.png"),
hotspot: (128, 128),
}
```
After:
```rust
CustomCursor::Image {
handle: asset_server.load("branding/icon.png"),
texture_atlas: None,
flip_x: false,
flip_y: false,
rect: None,
hotspot: (128, 128),
}
```
## References
- Feature request [originally raised in Discord].
[originally raised in Discord]:
https://discord.com/channels/691052431525675048/692572690833473578/1319836362219847681