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https://github.com/Drezil/imgui.git
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Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally.
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34
imgui.cpp
34
imgui.cpp
@ -3193,6 +3193,32 @@ void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFl
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}
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}
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void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
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{
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ImGuiContext& g = *GImGui;
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IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
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for (int n = 0; n < g.Viewports.Size; n++)
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{
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ImGuiViewportP* viewport = g.Viewports[n];
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ImDrawList* draw_list = GetForegroundDrawList(viewport);
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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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{
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const ImVec2 pos = base_pos - offset;
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const float scale = base_scale;
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ImTextureID tex_id = font_atlas->TexID;
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draw_list->PushTextureID(tex_id);
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draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
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draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
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draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border);
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draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill);
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draw_list->PopTextureID();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
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//-----------------------------------------------------------------------------
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@ -4888,6 +4914,10 @@ void ImGui::Render()
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if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
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AddRootWindowToDrawData(windows_to_render_top_most[n]);
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// Draw software mouse cursor if requested by io.MouseDrawCursor flag
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if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
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RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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// Setup ImDrawData structures for end-user
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g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
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for (int n = 0; n < g.Viewports.Size; n++)
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@ -4895,10 +4925,6 @@ void ImGui::Render()
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ImGuiViewportP* viewport = g.Viewports[n];
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viewport->DrawDataBuilder.FlattenIntoSingleLayer();
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// Draw software mouse cursor if requested by io.MouseDrawCursor flag
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if (g.IO.MouseDrawCursor && first_render_of_frame)
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RenderMouseCursor(GetForegroundDrawList(viewport), g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
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// Add foreground ImDrawList (for each active viewport)
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if (viewport->DrawLists[1] != NULL)
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AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
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