Mouse Cursor without using a GUI Toolkit for 1.4.4 (Eihort)         Based on How to show the Mouse Cursor W/O CEGUI

Here is a simple class for enabling mouse cursor in 1.4.4 (Eihort) without using any GUI toolkit.
Based on How to show the Mouse Cursor W/O CEGUI

Initial Construction:

mMouseCursor = new MouseCursor();
        mMouseCursor->setImage("entis.png");
        mMouseCursor->setVisible(true);
        mMouseCursor->setWindowDimensions(win->getWidth(), win->getHeight());

Whenever mouse position changed, update it:

mMouseCursor->updatePosition(mMouse->getMouseState().X.abs, mMouse->getMouseState().Y.abs);

Whenever window size changed update it:

mMouseCursor->setWindowDimensions(rw->getWidth(), rw->getHeight());


Sample program:

 Plugin disabled

Plugin attach cannot be executed.

MouseCursor.h

#include <OgrePanelOverlayElement.h>
    using namespace Ogre;
    class MouseCursor
    {
    private:
        Overlay* mGuiOverlay;
        OverlayContainer* mCursorContainer;
        TexturePtr mTexture;
        MaterialPtr mMaterial;
        Real mWindowWidth;
        Real mWindowHeight;
    public:
        MouseCursor(): mGuiOverlay(0), mCursorContainer(0)
        {
            mMaterial = MaterialManager::getSingleton().create("MouseCursor/default", "General");
            mCursorContainer = (OverlayContainer*) OverlayManager::getSingletonPtr()->createOverlayElement("Panel", "MouseCursor");
            mCursorContainer->setMaterialName(mMaterial->getName());
            mCursorContainer->setPosition(0, 0);
            mGuiOverlay = OverlayManager::getSingletonPtr()->create("MouseCursor");
            mGuiOverlay->setZOrder(649);
            mGuiOverlay->add2D(mCursorContainer);
            mGuiOverlay->show();
        }
        ~MouseCursor(void) {}
        void setImage(const String& filename)
        {
            mTexture = TextureManager::getSingleton().load(filename, "General");
            TextureUnitState *pTexState;
            if(mMaterial->getTechnique(0)->getPass(0)->getNumTextureUnitStates())
            {
                pTexState = mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0);
            }
            else
            {
                pTexState = mMaterial->getTechnique(0)->getPass(0)->createTextureUnitState( mTexture->getName() );
            }
            pTexState->setTextureAddressingMode(TextureUnitState::TAM_CLAMP);
            mMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
        }
        void setWindowDimensions(unsigned int width, unsigned int height) {
            mWindowWidth = (width > 0) ? width : 1;
            mWindowHeight = (height > 0) ? height : 1;
            mCursorContainer->setWidth(mTexture->getWidth() / mWindowWidth);
            mCursorContainer->setHeight(mTexture->getHeight() / mWindowHeight);
        }
        void setVisible(bool visible)
        {
            if(visible) {
                mCursorContainer->show();
            } else {
                mCursorContainer->hide();
            }
        }
        void updatePosition(int x, int y)
        {
            Real rx = x / mWindowWidth;
            Real ry = y / mWindowHeight;
            mCursorContainer->setPosition(clamp(rx, 0.0f, 1.0f), clamp(ry, 0.0f, 1.0f));
        }
        Real clamp(Real a, Real min, Real max) {
            if (a < min) {
                return min;
            }
            if (a > max) {
                return max;
            } 
            return a;
        }
    };

For any discussion or questions use forum page.