Something like this should work:
var bitmapDatas:Vector.<BitmapData> = new <BitmapData>[new BitmapData(32,32,false, 0xFF0000)];
var MouseCursorDataClass:Class;
try {
MouseCursorDataClass = getDefinitionByName("flash.ui.MouseCursorData") as Class;
}catch(e) {}
if(MouseCursorDataClass) {
var cursorData = new MouseCursorDataClass();
cursorData.data = bitmapDatas;
Mouse["registerCursor"]("test", cursorData);
Mouse.cursor = "Xmas";
}else {
var customCursor=new Bitmap(bitmapDatas[0]);
addChild(customCursor);
stage.addEventListener(MouseEvent.MOUSE_MOVE, moveCursor);
}
function moveCursor(e) {
customCursor.x=mouseX;
customCursor.y=mouseY;
}
And in fact, the MouseCursorData object is created and valid in 10.2, but for some reason the browser crashes when you try to call Mouse.registerCursor (). I publish for 10.0, although it is possible if you publish for 10.2, it all works correctly on both 10 and 10.2.
Cay source
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