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Internals: rework RenderMouseCursor() signature so we can use it in docking branch more naturally.
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@ -3736,7 +3736,6 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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// - RenderArrow()
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// - RenderBullet()
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// - RenderCheckMark()
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// - RenderMouseCursor()
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// - RenderArrowPointingAt()
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// - RenderRectFilledRangeH()
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// - RenderRectFilledWithHole()
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@ -3797,27 +3796,6 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
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draw_list->PathStroke(col, 0, thickness);
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}
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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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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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pos -= offset;
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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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// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
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void ImGui::RenderArrowPointingAt(ImDrawList* draw_list, ImVec2 pos, ImVec2 half_sz, ImGuiDir direction, ImU32 col)
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{
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