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Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939)
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parent
3ff13edad9
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19
imgui.cpp
19
imgui.cpp
@ -4507,14 +4507,9 @@ void ImGui::Render()
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if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
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AddRootWindowToDrawData(windows_to_render_top_most[n]);
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// Draw software mouse cursor if requested
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ImRect mouse_cursor_rect;
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ImVec2 mouse_cursor_offset, mouse_cursor_size, mouse_cursor_uv[4];
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if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
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{
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ImVec2 offset, size, uv[4];
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if (g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
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mouse_cursor_rect = ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(size.x + 2, size.y + 2) * g.Style.MouseCursorScale);
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}
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g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &mouse_cursor_offset, &mouse_cursor_size, &mouse_cursor_uv[0], &mouse_cursor_uv[2]);
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// Setup ImDrawData structures for end-user
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
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@ -4523,8 +4518,14 @@ void ImGui::Render()
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ImGuiViewportP* viewport = g.Viewports[n];
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viewport->DrawDataBuilder.FlattenIntoSingleLayer();
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if (viewport->GetRect().Overlaps(mouse_cursor_rect))
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RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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// Draw software mouse cursor if requested by io.MouseDrawCursor flag
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// (note we scale cursor by current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor)
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if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f)
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{
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float scale = g.Style.MouseCursorScale * viewport->DpiScale;
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if (viewport->GetRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale)))
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RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, scale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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}
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// Add foreground ImDrawList (for each active viewport)
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if (viewport->DrawLists[1] != NULL)
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2
imgui.h
2
imgui.h
@ -1432,7 +1432,7 @@ struct ImGuiStyle
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ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
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ImVec2 DisplayWindowPadding; // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
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ImVec2 DisplaySafeAreaPadding; // If you cannot see the edges of your screen (e.g. on a TV) increase the safe area padding. Apply to popups/tooltips as well regular windows. NB: Prefer configuring your TV sets correctly!
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later.
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bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
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bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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