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Internal: Refactored internal RenderMouseCursor so colors can be specified. (#2614)

This commit is contained in:
omar 2019-09-23 14:53:49 +02:00
parent 25849234f6
commit 52deb415e0
3 changed files with 3 additions and 7 deletions

View File

@ -4274,7 +4274,7 @@ void ImGui::Render()
// Draw software mouse cursor if requested // Draw software mouse cursor if requested
if (g.IO.MouseDrawCursor) if (g.IO.MouseDrawCursor)
RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor); RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
if (!g.ForegroundDrawList.VtxBuffer.empty()) if (!g.ForegroundDrawList.VtxBuffer.empty())
AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList); AddDrawListToDrawData(&g.DrawDataBuilder.Layers[0], &g.ForegroundDrawList);

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@ -3038,16 +3038,12 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// - RenderRectFilledRangeH() // - RenderRectFilledRangeH()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor) void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
{ {
if (mouse_cursor == ImGuiMouseCursor_None) if (mouse_cursor == ImGuiMouseCursor_None)
return; return;
IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
const ImU32 col_shadow = IM_COL32(0, 0, 0, 48);
const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black
const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas; ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4]; ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))

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@ -1636,7 +1636,7 @@ namespace ImGui
// Render helpers (those functions don't access any ImGui state!) // Render helpers (those functions don't access any ImGui state!)
IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f); IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col); IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow); IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col); IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding); IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);