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@@ -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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+
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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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//-----------------------------------------------------------------------------
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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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+
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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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+
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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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+
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+ return true;
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+}
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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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+
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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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