| 3436 | } |
| 3437 | |
| 3438 | void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow) |
| 3439 | { |
| 3440 | ImGuiContext& g = *GImGui; |
| 3441 | IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT); |
| 3442 | ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas; |
| 3443 | for (int n = 0; n < g.Viewports.Size; n++) |
| 3444 | { |
| 3445 | // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor. |
| 3446 | ImVec2 offset, size, uv[4]; |
| 3447 | if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2])) |
| 3448 | continue; |
| 3449 | ImGuiViewportP* viewport = g.Viewports[n]; |
| 3450 | const ImVec2 pos = base_pos - offset; |
| 3451 | const float scale = base_scale * viewport->DpiScale; |
| 3452 | if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) |
| 3453 | continue; |
| 3454 | ImDrawList* draw_list = GetForegroundDrawList(viewport); |
| 3455 | ImTextureID tex_id = font_atlas->TexID; |
| 3456 | draw_list->PushTextureID(tex_id); |
| 3457 | draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); |
| 3458 | draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); |
| 3459 | draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); |
| 3460 | draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); |
| 3461 | draw_list->PopTextureID(); |
| 3462 | } |
| 3463 | } |
| 3464 | |
| 3465 | |
| 3466 | //----------------------------------------------------------------------------- |
nothing calls this directly
no test coverage detected