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https://github.com/Drezil/imgui.git
synced 2024-11-15 01:17:00 +00:00
Embedded a mouse cursor that can be drawn for you by setting io.MouseDrawCursor
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parent
68bad703ee
commit
ca10c49e27
78
imgui.cpp
78
imgui.cpp
@ -440,6 +440,17 @@ static int ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const
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static const char* GetClipboardTextFn_DefaultImpl();
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static void SetClipboardTextFn_DefaultImpl(const char* text);
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//-----------------------------------------------------------------------------
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// Texture Atlas data
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//-----------------------------------------------------------------------------
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// Technically we should use the rect pack API for that, but it's just simpler to hard-core the positions for now.
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// As we start using more of the texture atlas (for rounded corners) we can change that.
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static const ImVec2 TEX_ATLAS_SIZE(32, 32);
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static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_BLACK(1, 3);
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static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_WHITE(14, 3);
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static const ImVec2 TEX_ATLAS_SIZE_MOUSE_CURSOR(12, 19);
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//-----------------------------------------------------------------------------
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// User facing structures
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//-----------------------------------------------------------------------------
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@ -507,7 +518,9 @@ static ImFontAtlas GDefaultFontAtlas;
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ImGuiIO::ImGuiIO()
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{
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// Most fields are initialized with zero
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memset(this, 0, sizeof(*this));
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DisplaySize = ImVec2(-1.0f, -1.0f);
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DeltaTime = 1.0f/60.0f;
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IniSavingRate = 5.0f;
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@ -515,12 +528,10 @@ ImGuiIO::ImGuiIO()
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LogFilename = "imgui_log.txt";
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Fonts = &GDefaultFontAtlas;
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FontGlobalScale = 1.0f;
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FontAllowUserScaling = false;
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MousePos = ImVec2(-1,-1);
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MousePosPrev = ImVec2(-1,-1);
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MouseDoubleClickTime = 0.30f;
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MouseDoubleClickMaxDist = 6.0f;
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DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
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UserData = NULL;
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// User functions
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@ -1901,6 +1912,21 @@ void ImGui::Render()
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window->AddToRenderList();
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}
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if (g.IO.MouseDrawCursor)
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{
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const ImVec2 pos = g.IO.MousePos;
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const ImVec2 size = TEX_ATLAS_SIZE_MOUSE_CURSOR;
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const ImTextureID tex_id = g.IO.Fonts->TexID;
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const ImVec2 tex_uv_scale(1.0f/g.IO.Fonts->TexWidth, 1.0f/g.IO.Fonts->TexHeight);
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static ImDrawList draw_list;
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draw_list.Clear();
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draw_list.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
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draw_list.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
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draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0xFF000000); // Black border
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draw_list.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_WHITE * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_WHITE + size) * tex_uv_scale, 0xFFFFFFFF); // White fill
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g.RenderDrawLists.push_back(&draw_list);
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}
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// Render
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if (!g.RenderDrawLists.empty())
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g.IO.RenderDrawListsFn(&g.RenderDrawLists[0], (int)g.RenderDrawLists.size());
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@ -6405,7 +6431,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
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if ((col >> 24) == 0)
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return;
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const bool push_texture_id = user_texture_id != texture_id_stack.back();
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const bool push_texture_id = texture_id_stack.empty() || user_texture_id != texture_id_stack.back();
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if (push_texture_id)
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PushTextureID(user_texture_id);
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@ -6641,8 +6667,8 @@ bool ImFontAtlas::Build()
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// Pack our extra data rectangle first, so it will be on the upper-left corner of our texture (UV will have small values).
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stbrp_rect extra_rect;
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extra_rect.w = 16;
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extra_rect.h = 16;
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extra_rect.w = (int)TEX_ATLAS_SIZE.x;
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extra_rect.h = (int)TEX_ATLAS_SIZE.y;
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stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rect, 1);
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TexExtraDataPos = ImVec2(extra_rect.x, extra_rect.y);
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@ -6767,11 +6793,51 @@ bool ImFontAtlas::Build()
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buf_ranges = NULL;
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ClearInputData();
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// Render into our custom data block
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RenderCustomTexData();
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return true;
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}
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void ImFontAtlas::RenderCustomTexData()
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{
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IM_ASSERT(TexExtraDataPos.x == 0.0f && TexExtraDataPos.y == 0.0f);
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// Draw white pixel into texture and make UV points to it
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TexPixelsAlpha8[0] = TexPixelsAlpha8[1] = TexPixelsAlpha8[TexWidth+0] = TexPixelsAlpha8[TexWidth+1] = 0xFF;
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TexUvWhitePixel = ImVec2((TexExtraDataPos.x + 0.5f) / TexWidth, (TexExtraDataPos.y + 0.5f) / TexHeight);
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return true;
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// Draw a mouse cursor into texture
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// Because our font uses an alpha texture, we have to spread the cursor in 2 parts (black/white) which will be rendered separately.
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const char cursor_pixels[] =
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{
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"X "
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"XX "
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"X.X "
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"X..X "
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"X...X "
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"X....X "
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"X.....X "
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"X......X "
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"X.......X "
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"X........X "
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"X.........X "
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"X..........X"
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"X......XXXXX"
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"X...X..X "
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"X..X X..X "
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"X.X X..X "
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"XX X..X "
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" X..X "
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" XX "
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};
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IM_ASSERT(sizeof(cursor_pixels)-1 == (int)TEX_ATLAS_SIZE_MOUSE_CURSOR.x * (int)TEX_ATLAS_SIZE_MOUSE_CURSOR.y);
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for (int y = 0, n = 0; y < 19; y++)
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for (int x = 0; x < 12; x++, n++)
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{
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TexPixelsAlpha8[((int)TEX_ATLAS_POS_MOUSE_CURSOR_BLACK.x + x) + ((int)TEX_ATLAS_POS_MOUSE_CURSOR_BLACK.y + y) * TexWidth] = (cursor_pixels[n] == 'X') ? 0xFF : 0x00;
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TexPixelsAlpha8[((int)TEX_ATLAS_POS_MOUSE_CURSOR_WHITE.x + x) + ((int)TEX_ATLAS_POS_MOUSE_CURSOR_WHITE.y + y) * TexWidth] = (cursor_pixels[n] == '.') ? 0xFF : 0x00;
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}
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}
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//-----------------------------------------------------------------------------
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2
imgui.h
2
imgui.h
@ -538,6 +538,7 @@ struct ImGuiIO
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ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
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bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
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float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
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bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
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bool KeyCtrl; // Keyboard modifier pressed: Control
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bool KeyShift; // Keyboard modifier pressed: Shift
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bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
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@ -851,6 +852,7 @@ struct ImFontAtlas
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ImVector<ImFontAtlasData*> InputData; // Internal data
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IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
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IMGUI_API void ClearInputData(); // Clear the input TTF data.
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IMGUI_API void RenderCustomTexData();
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};
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// TTF font loading and rendering
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