Viewports: Software mouse cursor is also scaled by current DpiScale. (amend #939)

This commit is contained in:
ocornut 2020-02-25 15:51:57 +01:00
parent 3ff13edad9
commit 871727dd2f
2 changed files with 11 additions and 10 deletions

View File

@ -4507,14 +4507,9 @@ void ImGui::Render()
if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
AddRootWindowToDrawData(windows_to_render_top_most[n]);
// Draw software mouse cursor if requested
ImRect mouse_cursor_rect;
ImVec2 mouse_cursor_offset, mouse_cursor_size, mouse_cursor_uv[4];
if (g.IO.MouseDrawCursor && g.MouseCursor != ImGuiMouseCursor_None)
{
ImVec2 offset, size, uv[4];
if (g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &offset, &size, &uv[0], &uv[2]))
mouse_cursor_rect = ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(size.x + 2, size.y + 2) * g.Style.MouseCursorScale);
}
g.IO.Fonts->GetMouseCursorTexData(g.MouseCursor, &mouse_cursor_offset, &mouse_cursor_size, &mouse_cursor_uv[0], &mouse_cursor_uv[2]);
// Setup ImDrawData structures for end-user
g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
@ -4523,8 +4518,14 @@ void ImGui::Render()
ImGuiViewportP* viewport = g.Viewports[n];
viewport->DrawDataBuilder.FlattenIntoSingleLayer();
if (viewport->GetRect().Overlaps(mouse_cursor_rect))
RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
// Draw software mouse cursor if requested by io.MouseDrawCursor flag
// (note we scale cursor by current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor)
if (mouse_cursor_size.x > 0.0f && mouse_cursor_size.y > 0.0f)
{
float scale = g.Style.MouseCursorScale * viewport->DpiScale;
if (viewport->GetRect().Overlaps(ImRect(g.IO.MousePos, g.IO.MousePos + ImVec2(mouse_cursor_size.x + 2, mouse_cursor_size.y + 2) * scale)))
RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, scale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
}
// Add foreground ImDrawList (for each active viewport)
if (viewport->DrawLists[1] != NULL)

View File

@ -1432,7 +1432,7 @@ struct ImGuiStyle
ImVec2 SelectableTextAlign; // Alignment of selectable text when selectable is larger than text. Defaults to (0.0f, 0.0f) (top-left aligned).
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.
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!
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
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.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
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.