Embedded a mouse cursor that can be drawn for you by setting io.MouseDrawCursor

This commit is contained in:
ocornut 2015-01-31 18:55:05 +00:00
parent 68bad703ee
commit ca10c49e27
2 changed files with 75 additions and 7 deletions

View File

@ -440,6 +440,17 @@ static int ImTextCountUtf8BytesFromWchar(const ImWchar* in_text, const
static const char* GetClipboardTextFn_DefaultImpl();
static void SetClipboardTextFn_DefaultImpl(const char* text);
//-----------------------------------------------------------------------------
// Texture Atlas data
//-----------------------------------------------------------------------------
// Technically we should use the rect pack API for that, but it's just simpler to hard-core the positions for now.
// As we start using more of the texture atlas (for rounded corners) we can change that.
static const ImVec2 TEX_ATLAS_SIZE(32, 32);
static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_BLACK(1, 3);
static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_WHITE(14, 3);
static const ImVec2 TEX_ATLAS_SIZE_MOUSE_CURSOR(12, 19);
//-----------------------------------------------------------------------------
// User facing structures
//-----------------------------------------------------------------------------
@ -507,7 +518,9 @@ static ImFontAtlas GDefaultFontAtlas;
ImGuiIO::ImGuiIO()
{
// Most fields are initialized with zero
memset(this, 0, sizeof(*this));
DisplaySize = ImVec2(-1.0f, -1.0f);
DeltaTime = 1.0f/60.0f;
IniSavingRate = 5.0f;
@ -515,12 +528,10 @@ ImGuiIO::ImGuiIO()
LogFilename = "imgui_log.txt";
Fonts = &GDefaultFontAtlas;
FontGlobalScale = 1.0f;
FontAllowUserScaling = false;
MousePos = ImVec2(-1,-1);
MousePosPrev = ImVec2(-1,-1);
MouseDoubleClickTime = 0.30f;
MouseDoubleClickMaxDist = 6.0f;
DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
UserData = NULL;
// User functions
@ -1901,6 +1912,21 @@ void ImGui::Render()
window->AddToRenderList();
}
if (g.IO.MouseDrawCursor)
{
const ImVec2 pos = g.IO.MousePos;
const ImVec2 size = TEX_ATLAS_SIZE_MOUSE_CURSOR;
const ImTextureID tex_id = g.IO.Fonts->TexID;
const ImVec2 tex_uv_scale(1.0f/g.IO.Fonts->TexWidth, 1.0f/g.IO.Fonts->TexHeight);
static ImDrawList draw_list;
draw_list.Clear();
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
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
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
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
g.RenderDrawLists.push_back(&draw_list);
}
// Render
if (!g.RenderDrawLists.empty())
g.IO.RenderDrawListsFn(&g.RenderDrawLists[0], (int)g.RenderDrawLists.size());
@ -6405,7 +6431,7 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
if ((col >> 24) == 0)
return;
const bool push_texture_id = user_texture_id != texture_id_stack.back();
const bool push_texture_id = texture_id_stack.empty() || user_texture_id != texture_id_stack.back();
if (push_texture_id)
PushTextureID(user_texture_id);
@ -6641,8 +6667,8 @@ bool ImFontAtlas::Build()
// Pack our extra data rectangle first, so it will be on the upper-left corner of our texture (UV will have small values).
stbrp_rect extra_rect;
extra_rect.w = 16;
extra_rect.h = 16;
extra_rect.w = (int)TEX_ATLAS_SIZE.x;
extra_rect.h = (int)TEX_ATLAS_SIZE.y;
stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rect, 1);
TexExtraDataPos = ImVec2(extra_rect.x, extra_rect.y);
@ -6767,11 +6793,51 @@ bool ImFontAtlas::Build()
buf_ranges = NULL;
ClearInputData();
// Render into our custom data block
RenderCustomTexData();
return true;
}
void ImFontAtlas::RenderCustomTexData()
{
IM_ASSERT(TexExtraDataPos.x == 0.0f && TexExtraDataPos.y == 0.0f);
// Draw white pixel into texture and make UV points to it
TexPixelsAlpha8[0] = TexPixelsAlpha8[1] = TexPixelsAlpha8[TexWidth+0] = TexPixelsAlpha8[TexWidth+1] = 0xFF;
TexUvWhitePixel = ImVec2((TexExtraDataPos.x + 0.5f) / TexWidth, (TexExtraDataPos.y + 0.5f) / TexHeight);
return true;
// Draw a mouse cursor into texture
// Because our font uses an alpha texture, we have to spread the cursor in 2 parts (black/white) which will be rendered separately.
const char cursor_pixels[] =
{
"X "
"XX "
"X.X "
"X..X "
"X...X "
"X....X "
"X.....X "
"X......X "
"X.......X "
"X........X "
"X.........X "
"X..........X"
"X......XXXXX"
"X...X..X "
"X..X X..X "
"X.X X..X "
"XX X..X "
" X..X "
" XX "
};
IM_ASSERT(sizeof(cursor_pixels)-1 == (int)TEX_ATLAS_SIZE_MOUSE_CURSOR.x * (int)TEX_ATLAS_SIZE_MOUSE_CURSOR.y);
for (int y = 0, n = 0; y < 19; y++)
for (int x = 0; x < 12; x++, n++)
{
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;
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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@ -537,7 +537,8 @@ struct ImGuiIO
ImVec2 MousePos; // Mouse position, in pixels (set to -1,-1 if no mouse / on another screen, etc.)
bool MouseDown[5]; // Mouse buttons. ImGui itself only uses button 0 (left button) but you can use others as storage for convenience.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
float MouseWheel; // Mouse wheel: 1 unit scrolls about 5 lines text.
bool MouseDrawCursor; // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor).
bool KeyCtrl; // Keyboard modifier pressed: Control
bool KeyShift; // Keyboard modifier pressed: Shift
bool KeysDown[512]; // Keyboard keys that are pressed (in whatever order user naturally has access to keyboard data)
@ -851,6 +852,7 @@ struct ImFontAtlas
ImVector<ImFontAtlasData*> InputData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void ClearInputData(); // Clear the input TTF data.
IMGUI_API void RenderCustomTexData();
};
// TTF font loading and rendering