Updated ImGui.
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3rdparty/ocornut-imgui/imgui.cpp
vendored
67
3rdparty/ocornut-imgui/imgui.cpp
vendored
@ -1380,13 +1380,8 @@ void* ImFileLoadToMemory(const char* filename, const char* file_open_mode, int*
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//-----------------------------------------------------------------------------
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// ImGuiStorage
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//-----------------------------------------------------------------------------
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// Helper: Key->value storage
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void ImGuiStorage::Clear()
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{
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Data.clear();
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}
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//-----------------------------------------------------------------------------
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// std::lower_bound but without the bullshit
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static ImVector<ImGuiStorage::Pair>::iterator LowerBound(ImVector<ImGuiStorage::Pair>& data, ImGuiID key)
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@ -1656,7 +1651,7 @@ void ImGuiTextBuffer::append(const char* fmt, ...)
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}
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//-----------------------------------------------------------------------------
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// ImGuiSimpleColumns
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// ImGuiSimpleColumns (internal use only)
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//-----------------------------------------------------------------------------
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ImGuiSimpleColumns::ImGuiSimpleColumns()
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@ -4022,7 +4017,10 @@ static ImVec2 CalcSizeFullWithConstraint(ImGuiWindow* window, ImVec2 new_size)
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}
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}
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if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
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{
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new_size = ImMax(new_size, g.Style.WindowMinSize);
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new_size.y = ImMax(new_size.y, window->TitleBarHeight() + window->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f)); // Reduce artifacts with very small windows
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}
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return new_size;
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}
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@ -4247,17 +4245,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->SizeContents.x = (float)(int)((window->SizeContentsExplicit.x != 0.0f) ? window->SizeContentsExplicit.x : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.x - window->Pos.x) + window->Scroll.x));
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window->SizeContents.y = (float)(int)((window->SizeContentsExplicit.y != 0.0f) ? window->SizeContentsExplicit.y : ((window_is_new ? 0.0f : window->DC.CursorMaxPos.y - window->Pos.y) + window->Scroll.y));
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// Update scrollbar status based on the Size that was effective during last frame (and not the upcoming Size which we are updating below), so that user code consuming exactly the available size won't trigger scrollbars when e.g. manually resizing.
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if (!window->Collapsed)
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{
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFull.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFull.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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if (window->ScrollbarX && !window->ScrollbarY)
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window->ScrollbarY = (window->SizeContents.y > window->SizeFull.y + style.ItemSpacing.y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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}
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// Hide popup/tooltip window when first appearing while we measure size (because we recycle them)
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if (window->HiddenFrames > 0)
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window->HiddenFrames--;
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@ -4308,7 +4295,25 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Apply minimum/maximum window size constraints and final size
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window->SizeFull = CalcSizeFullWithConstraint(window, window->SizeFull);
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window->Size = window->Collapsed ? window->TitleBarRect().GetSize() : window->SizeFull;
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
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{
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IM_ASSERT(window_size_set_by_api); // Submitted by BeginChild()
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window->Size = window->SizeFull;
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}
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// SCROLLBAR STATUS
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// Update scrollbar status (based on the Size that was effective during last frame or the auto-resized Size). We need to do this before manual resize (below) is effective.
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if (!window->Collapsed)
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{
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window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((window->SizeContents.y > window->SizeFull.y + style.ItemSpacing.y) && !(flags & ImGuiWindowFlags_NoScrollbar));
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window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((window->SizeContents.x > window->SizeFull.x - (window->ScrollbarY ? style.ScrollbarSize : 0.0f) - window->WindowPadding.x) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
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if (window->ScrollbarX && !window->ScrollbarY)
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window->ScrollbarY = (window->SizeContents.y > window->SizeFull.y + style.ItemSpacing.y - style.ScrollbarSize) && !(flags & ImGuiWindowFlags_NoScrollbar);
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window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
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window->BorderSize = (flags & ImGuiWindowFlags_ShowBorders) ? 1.0f : 0.0f;
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}
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// POSITION
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// Position child window
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@ -4317,12 +4322,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->OrderWithinParent = parent_window->DC.ChildWindows.Size;
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parent_window->DC.ChildWindows.push_back(window);
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}
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup))
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{
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IM_ASSERT(window_size_set_by_api); // Submitted by BeginChild()
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if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api)
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window->Pos = window->PosFloat = parent_window->DC.CursorPos;
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window->Size = window->SizeFull;
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}
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const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFrames == 0);
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if (window_pos_with_pivot)
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@ -4490,6 +4491,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->ContentsRegionRect.Max.y = -window->Scroll.y - window->WindowPadding.y + (window->SizeContentsExplicit.y != 0.0f ? window->SizeContentsExplicit.y : (window->Size.y - window->ScrollbarSizes.y));
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// Setup drawing context
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// (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
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window->DC.IndentX = 0.0f + window->WindowPadding.x - window->Scroll.x;
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window->DC.GroupOffsetX = 0.0f;
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window->DC.ColumnsOffsetX = 0.0f;
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@ -4590,6 +4592,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->ScrollbarSizes.x;
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window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->ScrollbarSizes.y;
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//window->DrawList->AddRect(window->InnerRect.Min, window->InnerRect.Max, IM_COL32_WHITE);
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// After Begin() we fill the last item / hovered data using the title bar data. Make that a standard behavior (to allow usage of context menus on title bar only, etc.).
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window->DC.LastItemId = window->MoveId;
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window->DC.LastItemRect = title_bar_rect;
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window->DC.LastItemRectHoveredRect = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false);
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}
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// Inner clipping rectangle
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@ -4783,10 +4790,12 @@ void ImGui::Scrollbar(ImGuiLayoutType direction)
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// Render
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const ImU32 grab_col = GetColorU32(held ? ImGuiCol_ScrollbarGrabActive : hovered ? ImGuiCol_ScrollbarGrabHovered : ImGuiCol_ScrollbarGrab);
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ImRect grab_rect;
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if (horizontal)
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window->DrawList->AddRectFilled(ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y), ImVec2(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, bb.Max.y), grab_col, style.ScrollbarRounding);
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grab_rect = ImRect(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm), bb.Min.y, ImMin(ImLerp(bb.Min.x, bb.Max.x, grab_v_norm) + grab_h_pixels, window_rect.Max.x), bb.Max.y);
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else
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window->DrawList->AddRectFilled(ImVec2(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm)), ImVec2(bb.Max.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels), grab_col, style.ScrollbarRounding);
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grab_rect = ImRect(bb.Min.x, ImLerp(bb.Min.y, bb.Max.y, grab_v_norm), bb.Max.x, ImMin(ImLerp(bb.Min.y, bb.Max.y, grab_v_norm) + grab_h_pixels, window_rect.Max.y));
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window->DrawList->AddRectFilled(grab_rect.Min, grab_rect.Max, grab_col, style.ScrollbarRounding);
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}
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// Moving window to front of display (which happens to be back of our sorted list)
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@ -9187,10 +9196,12 @@ bool ImGui::BeginMenuBar()
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if (!(window->Flags & ImGuiWindowFlags_MenuBar))
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return false;
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ImGuiContext& g = *GImGui;
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IM_ASSERT(!window->DC.MenuBarAppending);
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BeginGroup(); // Save position
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PushID("##menubar");
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ImRect rect = window->MenuBarRect();
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rect.Max.x = ImMax(rect.Min.x, rect.Max.x - g.Style.WindowRounding);
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PushClipRect(ImVec2(ImFloor(rect.Min.x+0.5f), ImFloor(rect.Min.y + window->BorderSize + 0.5f)), ImVec2(ImFloor(rect.Max.x+0.5f), ImFloor(rect.Max.y+0.5f)), false);
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window->DC.CursorPos = ImVec2(rect.Min.x + window->DC.MenuBarOffsetX, rect.Min.y);// + g.Style.FramePadding.y);
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window->DC.LayoutType = ImGuiLayoutType_Horizontal;
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@ -9241,6 +9252,7 @@ bool ImGui::BeginMenu(const char* label, bool enabled)
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{
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// Menu inside an horizontal menu bar
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// Selectable extend their highlight by half ItemSpacing in each direction.
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// For ChildMenu, the popup position will be overwritten by the call to FindBestPopupWindowPos() in Begin()
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popup_pos = ImVec2(pos.x - window->WindowPadding.x, pos.y - style.FramePadding.y + window->MenuBarHeight());
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window->DC.CursorPos.x += (float)(int)(style.ItemSpacing.x * 0.5f);
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PushStyleVar(ImGuiStyleVar_ItemSpacing, style.ItemSpacing * 2.0f);
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@ -10517,9 +10529,10 @@ void ImGui::EndColumns()
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}
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// Draw column
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// We clip the Y boundaries CPU side because very long triangles are mishandled by some GPU drivers.
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const ImU32 col = GetColorU32(held ? ImGuiCol_SeparatorActive : hovered ? ImGuiCol_SeparatorHovered : ImGuiCol_Separator);
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const float xi = (float)(int)x;
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window->DrawList->AddLine(ImVec2(xi, y1 + 1.0f), ImVec2(xi, y2), col);
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window->DrawList->AddLine(ImVec2(xi, ImMax(y1 + 1.0f, window->ClipRect.Min.y)), ImVec2(xi, ImMin(y2, window->ClipRect.Max.y)), col);
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}
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// Apply dragging after drawing the column lines, so our rendered lines are in sync with how items were displayed during the frame.
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4
3rdparty/ocornut-imgui/imgui.h
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4
3rdparty/ocornut-imgui/imgui.h
vendored
@ -1052,7 +1052,7 @@ struct ImGuiStorage
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{
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ImGuiID key;
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union { int val_i; float val_f; void* val_p; };
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Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
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Pair(ImGuiID _key, int _val_i) { key = _key; val_i = _val_i; }
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Pair(ImGuiID _key, float _val_f) { key = _key; val_f = _val_f; }
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Pair(ImGuiID _key, void* _val_p) { key = _key; val_p = _val_p; }
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};
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@ -1061,7 +1061,7 @@ struct ImGuiStorage
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// - Get***() functions find pair, never add/allocate. Pairs are sorted so a query is O(log N)
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// - Set***() functions find pair, insertion on demand if missing.
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// - Sorted insertion is costly, paid once. A typical frame shouldn't need to insert any new pair.
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IMGUI_API void Clear();
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void Clear() { Data.clear(); }
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IMGUI_API int GetInt(ImGuiID key, int default_val = 0) const;
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IMGUI_API void SetInt(ImGuiID key, int val);
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IMGUI_API bool GetBool(ImGuiID key, bool default_val = false) const;
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32
3rdparty/ocornut-imgui/imgui_demo.cpp
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32
3rdparty/ocornut-imgui/imgui_demo.cpp
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@ -1652,14 +1652,19 @@ void ImGui::ShowTestWindow(bool* p_open)
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if (ImGui::TreeNode("Horizontal Scrolling"))
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{
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ImGui::SetNextWindowContentWidth(1500);
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ImGui::BeginChild("##scrollingregion", ImVec2(0, 120), false, ImGuiWindowFlags_HorizontalScrollbar);
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ImGui::BeginChild("##ScrollingRegion", ImVec2(0, ImGui::GetFontSize() * 20), false, ImGuiWindowFlags_HorizontalScrollbar);
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ImGui::Columns(10);
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for (int i = 0; i < 20; i++)
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for (int j = 0; j < 10; j++)
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{
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ImGui::Text("Line %d Column %d...", i, j);
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ImGui::NextColumn();
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}
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int ITEMS_COUNT = 2000;
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ImGuiListClipper clipper(ITEMS_COUNT); // Also demonstrate using the clipper for large list
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while (clipper.Step())
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{
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for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
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for (int j = 0; j < 10; j++)
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{
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ImGui::Text("Line %d Column %d...", i, j);
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ImGui::NextColumn();
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}
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}
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ImGui::Columns(1);
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ImGui::EndChild();
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ImGui::TreePop();
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@ -2327,7 +2332,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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points.pop_back();
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}
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}
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draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y)); // clip lines within the canvas (if we resize it, etc.)
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draw_list->PushClipRect(canvas_pos, ImVec2(canvas_pos.x+canvas_size.x, canvas_pos.y+canvas_size.y), true); // clip lines within the canvas (if we resize it, etc.)
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for (int i = 0; i < points.Size - 1; i += 2)
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draw_list->AddLine(ImVec2(canvas_pos.x + points[i].x, canvas_pos.y + points[i].y), ImVec2(canvas_pos.x + points[i+1].x, canvas_pos.y + points[i+1].y), IM_COL32(255,255,0,255), 2.0f);
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draw_list->PopClipRect();
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@ -2401,6 +2406,15 @@ struct ExampleAppConsole
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return;
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}
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// As a specific feature guaranteed by the library, after calling Begin() the last Item represent the title bar. So e.g. IsItemHovered() will return true when hovering the title bar.
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// Here we create a context menu only available from the title bar.
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if (ImGui::BeginPopupContextItem())
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{
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if (ImGui::MenuItem("Close"))
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*p_open = false;
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ImGui::EndPopup();
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}
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ImGui::TextWrapped("This example implements a console with basic coloring, completion and history. A more elaborate implementation may want to store entries along with extra data such as timestamp, emitter, etc.");
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ImGui::TextWrapped("Enter 'HELP' for help, press TAB to use text completion.");
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@ -2845,7 +2859,7 @@ static void ShowExampleAppLongText(bool* p_open)
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static ImGuiTextBuffer log;
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static int lines = 0;
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ImGui::Text("Printing unusually long amount of text.");
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ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped\0");
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ImGui::Combo("Test type", &test_type, "Single call to TextUnformatted()\0Multiple calls to Text(), clipped manually\0Multiple calls to Text(), not clipped (slow)\0");
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ImGui::Text("Buffer contents: %d lines, %d bytes", lines, log.size());
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if (ImGui::Button("Clear")) { log.clear(); lines = 0; }
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ImGui::SameLine();
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37
3rdparty/ocornut-imgui/imgui_draw.cpp
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37
3rdparty/ocornut-imgui/imgui_draw.cpp
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@ -264,7 +264,7 @@ void ImDrawList::ClearFreeMemory()
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_Channels.clear();
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}
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// Use macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug mode
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// Using macros because C++ is a terrible language, we want guaranteed inline, no code in header, and no overhead in Debug builds
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#define GetCurrentClipRect() (_ClipRectStack.Size ? _ClipRectStack.Data[_ClipRectStack.Size-1] : GNullClipRect)
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#define GetCurrentTextureId() (_TextureIdStack.Size ? _TextureIdStack.Data[_TextureIdStack.Size-1] : NULL)
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@ -389,7 +389,7 @@ void ImDrawList::ChannelsSplit(int channels_count)
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_Channels.resize(channels_count);
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_ChannelsCount = channels_count;
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// _Channels[] (24 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
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// _Channels[] (24/32 bytes each) hold storage that we'll swap with this->_CmdBuffer/_IdxBuffer
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// The content of _Channels[0] at this point doesn't matter. We clear it to make state tidy in a debugger but we don't strictly need to.
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// When we switch to the next channel, we'll copy _CmdBuffer/_IdxBuffer into _Channels[0] and then _Channels[1] into _CmdBuffer/_IdxBuffer
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memset(&_Channels[0], 0, sizeof(ImDrawChannel));
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@ -1210,7 +1210,7 @@ ImFontConfig::ImFontConfig()
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const int FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF = 90;
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const int FONT_ATLAS_DEFAULT_TEX_DATA_H = 27;
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const unsigned int FONT_ATLAS_DEFAULT_TEX_DATA_ID = 0x80000000;
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const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
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static const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF * FONT_ATLAS_DEFAULT_TEX_DATA_H + 1] =
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{
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"..- -XXXXXXX- X - X -XXXXXXX - XXXXXXX"
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"..- -X.....X- X.X - X.X -X.....X - X.....X"
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@ -1241,6 +1241,19 @@ const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF
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" - XX XX - "
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};
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static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][3] =
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{
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// Pos ........ Size ......... Offset ......
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{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
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{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
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{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
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{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
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{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
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{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
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{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
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};
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ImFontAtlas::ImFontAtlas()
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{
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TexID = NULL;
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@ -1786,26 +1799,14 @@ static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas)
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atlas->TexUvWhitePixel = ImVec2((r.X + 0.5f) * tex_uv_scale.x, (r.Y + 0.5f) * tex_uv_scale.y);
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// Setup mouse cursors
|
||||
const ImVec2 cursor_datas[ImGuiMouseCursor_Count_][3] =
|
||||
{
|
||||
// Pos ........ Size ......... Offset ......
|
||||
{ ImVec2(0,3), ImVec2(12,19), ImVec2( 0, 0) }, // ImGuiMouseCursor_Arrow
|
||||
{ ImVec2(13,0), ImVec2(7,16), ImVec2( 4, 8) }, // ImGuiMouseCursor_TextInput
|
||||
{ ImVec2(31,0), ImVec2(23,23), ImVec2(11,11) }, // ImGuiMouseCursor_Move
|
||||
{ ImVec2(21,0), ImVec2( 9,23), ImVec2( 5,11) }, // ImGuiMouseCursor_ResizeNS
|
||||
{ ImVec2(55,18),ImVec2(23, 9), ImVec2(11, 5) }, // ImGuiMouseCursor_ResizeEW
|
||||
{ ImVec2(73,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNESW
|
||||
{ ImVec2(55,0), ImVec2(17,17), ImVec2( 9, 9) }, // ImGuiMouseCursor_ResizeNWSE
|
||||
};
|
||||
|
||||
for (int type = 0; type < ImGuiMouseCursor_Count_; type++)
|
||||
{
|
||||
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
|
||||
ImVec2 pos = cursor_datas[type][0] + ImVec2((float)r.X, (float)r.Y);
|
||||
const ImVec2 size = cursor_datas[type][1];
|
||||
ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][0] + ImVec2((float)r.X, (float)r.Y);
|
||||
const ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][1];
|
||||
cursor_data.Type = type;
|
||||
cursor_data.Size = size;
|
||||
cursor_data.HotOffset = cursor_datas[type][2];
|
||||
cursor_data.HotOffset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[type][2];
|
||||
cursor_data.TexUvMin[0] = (pos) * tex_uv_scale;
|
||||
cursor_data.TexUvMax[0] = (pos + size) * tex_uv_scale;
|
||||
pos.x += FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF + 1;
|
||||
|
Loading…
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Reference in New Issue
Block a user