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Internal: Refactored internal RenderMouseCursor so colors can be specified. (#2614)
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@ -4274,7 +4274,7 @@ void ImGui::Render()
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// Draw software mouse cursor if requested
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if (g.IO.MouseDrawCursor)
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RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor);
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RenderMouseCursor(&g.ForegroundDrawList, g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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if (!g.ForegroundDrawList.VtxBuffer.empty())
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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
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// - RenderRectFilledRangeH()
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//-----------------------------------------------------------------------------
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void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor)
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void ImGui::RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
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{
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if (mouse_cursor == ImGuiMouseCursor_None)
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return;
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IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
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const ImU32 col_shadow = IM_COL32(0, 0, 0, 48);
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const ImU32 col_border = IM_COL32(0, 0, 0, 255); // Black
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const ImU32 col_fill = IM_COL32(255, 255, 255, 255); // White
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ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
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ImVec2 offset, size, uv[4];
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if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
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@ -1636,7 +1636,7 @@ namespace ImGui
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// Render helpers (those functions don't access any ImGui state!)
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IMGUI_API void RenderArrow(ImDrawList* draw_list, ImVec2 pos, ImU32 col, ImGuiDir dir, float scale = 1.0f);
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IMGUI_API void RenderBullet(ImDrawList* draw_list, ImVec2 pos, ImU32 col);
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IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor = ImGuiMouseCursor_Arrow);
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IMGUI_API void RenderMouseCursor(ImDrawList* draw_list, ImVec2 pos, float scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow);
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IMGUI_API void RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col);
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IMGUI_API void RenderRectFilledRangeH(ImDrawList* draw_list, const ImRect& rect, ImU32 col, float x_start_norm, float x_end_norm, float rounding);
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