Merge branch 'master' into docking + fix for RenderMouseCursor()

# Conflicts:
#	docs/CHANGELOG.txt
#	examples/imgui_impl_opengl3.cpp
#	imgui.cpp
#	imgui_draw.cpp
#	imgui_internal.h
This commit is contained in:
omar
2019-09-24 17:14:51 +02:00
15 changed files with 257 additions and 172 deletions

View File

@ -1,4 +1,4 @@
// dear imgui, v1.73 WIP
// dear imgui, v1.73
// (drawing and font code)
/*
@ -3046,39 +3046,24 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
// - RenderRectFilledWithHole()
//-----------------------------------------------------------------------------
void ImGui::RenderMouseCursor(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)
return;
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
ImGuiContext& g = *GImGui;
ImFontAtlas* font_atlas = g.IO.Fonts;
ImFontAtlas* font_atlas = draw_list->_Data->Font->ContainerAtlas;
ImVec2 offset, size, uv[4];
if (font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
{
pos -= offset;
const ImTextureID tex_id = font_atlas->TexID;
// We need to account for the possibility of the mouse cursor straddling multiple viewports...
for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
{
ImGuiViewportP* viewport = g.Viewports[viewport_n];
if (!viewport->GetRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
continue;
ImDrawList* draw_list = GetForegroundDrawList(viewport);
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1,0)*scale, pos + ImVec2(1,0)*scale + size*scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2,0)*scale, pos + ImVec2(2,0)*scale + size*scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
draw_list->PushTextureID(tex_id);
draw_list->AddImage(tex_id, pos + ImVec2(1, 0)*scale, pos + ImVec2(1, 0)*scale + size*scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos + ImVec2(2, 0)*scale, pos + ImVec2(2, 0)*scale + size*scale, uv[2], uv[3], col_shadow);
draw_list->AddImage(tex_id, pos, pos + size*scale, uv[2], uv[3], col_border);
draw_list->AddImage(tex_id, pos, pos + size*scale, uv[0], uv[1], col_fill);
draw_list->PopTextureID();
}
}