[MouseCrosshairs]Fix odd thickness offset (#17091)

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Jaime Bernardo 2022-03-21 11:37:24 +00:00 committed by GitHub
parent 176f2c2870
commit b7d528b6e8
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@ -209,24 +209,24 @@ void InclusiveCrosshairs::UpdateCrosshairsPosition()
float halfPixelAdjustment = m_crosshairs_thickness % 2 == 1 ? 0.5f : 0.0f;
// Position crosshairs components around the mouse pointer.
m_left_crosshairs_border.Offset({ (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size, (float)ptCursor.y - halfPixelAdjustment, .0f });
m_left_crosshairs_border.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + m_crosshairs_border_size, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 });
m_left_crosshairs.Offset({ (float)ptCursor.x - m_crosshairs_radius, (float)ptCursor.y - halfPixelAdjustment, .0f });
m_left_crosshairs.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius, (float)m_crosshairs_thickness });
m_left_crosshairs_border.Offset({ (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, (float)ptCursor.y + halfPixelAdjustment, .0f });
m_left_crosshairs_border.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 });
m_left_crosshairs.Offset({ (float)ptCursor.x - m_crosshairs_radius + halfPixelAdjustment * 2, (float)ptCursor.y + halfPixelAdjustment, .0f });
m_left_crosshairs.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + halfPixelAdjustment * 2, (float)m_crosshairs_thickness });
m_right_crosshairs_border.Offset({ (float)ptCursor.x + m_crosshairs_radius - m_crosshairs_border_size, (float)ptCursor.y - halfPixelAdjustment, .0f });
m_right_crosshairs_border.Offset({ (float)ptCursor.x + m_crosshairs_radius - m_crosshairs_border_size, (float)ptCursor.y + halfPixelAdjustment, .0f });
m_right_crosshairs_border.Size({ (float)ptMonitorBottomRight.x - (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 });
m_right_crosshairs.Offset({ (float)ptCursor.x + m_crosshairs_radius, (float)ptCursor.y - halfPixelAdjustment, .0f });
m_right_crosshairs.Offset({ (float)ptCursor.x + m_crosshairs_radius, (float)ptCursor.y + halfPixelAdjustment, .0f });
m_right_crosshairs.Size({ (float)ptMonitorBottomRight.x - (float)ptCursor.x - m_crosshairs_radius, (float)m_crosshairs_thickness });
m_top_crosshairs_border.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size, .0f });
m_top_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + m_crosshairs_border_size });
m_top_crosshairs.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius, .0f });
m_top_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius });
m_top_crosshairs_border.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, .0f });
m_top_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2 });
m_top_crosshairs.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + halfPixelAdjustment * 2, .0f });
m_top_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + halfPixelAdjustment * 2 });
m_bottom_crosshairs_border.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius - m_crosshairs_border_size, .0f });
m_bottom_crosshairs_border.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius - m_crosshairs_border_size, .0f });
m_bottom_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptMonitorBottomRight.y - (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size });
m_bottom_crosshairs.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius, .0f });
m_bottom_crosshairs.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius, .0f });
m_bottom_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptMonitorBottomRight.y - (float)ptCursor.y - m_crosshairs_radius });
}