diff --git a/imgui.cpp b/imgui.cpp index 3d98a605..1f272979 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -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) diff --git a/imgui.h b/imgui.h index 50d1a561..8e790dc2 100644 --- a/imgui.h +++ b/imgui.h @@ -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.