diff --git a/imgui.cpp b/imgui.cpp index fe71f4f0..9dd9eb77 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -774,6 +774,7 @@ void ImGuiStyle::ScaleAllSizes(float scale_factor) GrabRounding = ImFloor(GrabRounding * scale_factor); DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor); DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor); + MouseCursorScale = ImFloor(MouseCursorScale * scale_factor); } ImGuiIO::ImGuiIO() @@ -3073,11 +3074,12 @@ void ImGui::Render() { const ImVec2 pos = g.IO.MousePos - offset; const ImTextureID tex_id = g.IO.Fonts->TexID; + const float sc = g.Style.MouseCursorScale; g.OverlayDrawList.PushTextureID(tex_id); - g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow - g.OverlayDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow - g.OverlayDrawList.AddImage(tex_id, pos, pos + size, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border - g.OverlayDrawList.AddImage(tex_id, pos, pos + size, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill + g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(1,0)*sc, pos+ImVec2(1,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow + g.OverlayDrawList.AddImage(tex_id, pos + ImVec2(2,0)*sc, pos+ImVec2(2,0)*sc + size*sc, uv[2], uv[3], IM_COL32(0,0,0,48)); // Shadow + g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[2], uv[3], IM_COL32(0,0,0,255)); // Black border + g.OverlayDrawList.AddImage(tex_id, pos, pos + size*sc, uv[0], uv[1], IM_COL32(255,255,255,255)); // White fill g.OverlayDrawList.PopTextureID(); } if (!g.OverlayDrawList.VtxBuffer.empty()) @@ -4723,8 +4725,9 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Position tooltip (always follows mouse) if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip) { + float sc = g.Style.MouseCursorScale; ImVec2 ref_pos = g.IO.MousePos; - ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24, ref_pos.y + 24); // FIXME: Completely hard-coded. Store boxes in mouse cursor data? Scale? Center on cursor hit-point? + ImRect rect_to_avoid(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important. window->PosFloat = FindBestWindowPosForPopup(ref_pos, window->Size, &window->AutoPosLastDirection, rect_to_avoid); if (window->AutoPosLastDirection == ImGuiDir_None) window->PosFloat = ref_pos + ImVec2(2,2); // If there's not enough room, for tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible. diff --git a/imgui.h b/imgui.h index 4166b603..5c436c02 100644 --- a/imgui.h +++ b/imgui.h @@ -869,6 +869,7 @@ struct ImGuiStyle ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered. ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows. ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows. + float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). 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.