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[MousePointerCrosshairs]Added a fixed length option (#27471)
* #19638 Added the option to Mouse Crosshairs to fix the lengths of the crosshairs. Some discussion about design in the issue but currently implemented as a configuration toggle and separate length input. * Fixed crosshairs fixed lengthed enabled not being read on view model initialization
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@@ -77,6 +77,8 @@ private:
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int m_crosshairs_radius = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_RADIUS;
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int m_crosshairs_thickness = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_THICKNESS;
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int m_crosshairs_border_size = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_BORDER_SIZE;
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bool m_crosshairs_is_fixed_length_enabled = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_IS_FIXED_LENGTH_ENABLED;
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int m_crosshairs_fixed_length = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_FIXED_LENGTH;
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float m_crosshairs_opacity = max(0.f, min(1.f, (float)INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_OPACITY / 100.0f));
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bool m_crosshairs_auto_hide = INCLUSIVE_MOUSE_DEFAULT_AUTO_HIDE;
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};
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@@ -214,27 +216,47 @@ void InclusiveCrosshairs::UpdateCrosshairsPosition()
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// Crosshair position should receive a minor adjustment for odd values to prevent anti-aliasing due to half pixels, while still looking like it's centered around the mouse pointer.
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float halfPixelAdjustment = m_crosshairs_thickness % 2 == 1 ? 0.5f : 0.0f;
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float borderSizePadding = m_crosshairs_border_size * 2.f;
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// Position crosshairs components around the mouse pointer.
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m_left_crosshairs_border.Offset({ ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, ptCursor.y + halfPixelAdjustment, .0f });
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m_left_crosshairs_border.Size({ ptCursor.x - ptMonitorUpperLeft.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, m_crosshairs_thickness + m_crosshairs_border_size * 2.f });
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m_left_crosshairs.Offset({ ptCursor.x - m_crosshairs_radius + halfPixelAdjustment * 2.f, ptCursor.y + halfPixelAdjustment, .0f });
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m_left_crosshairs.Size({ ptCursor.x - ptMonitorUpperLeft.x - m_crosshairs_radius + halfPixelAdjustment * 2, static_cast<float>(m_crosshairs_thickness) });
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{
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float leftCrosshairsFullScreenLength = ptCursor.x - ptMonitorUpperLeft.x - m_crosshairs_radius + halfPixelAdjustment * 2.f;
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float leftCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : leftCrosshairsFullScreenLength;
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float leftCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : leftCrosshairsFullScreenLength + m_crosshairs_border_size;
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m_left_crosshairs_border.Offset({ ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2.f, ptCursor.y + halfPixelAdjustment, .0f });
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m_left_crosshairs_border.Size({ leftCrosshairsBorderLength, m_crosshairs_thickness + borderSizePadding });
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m_left_crosshairs.Offset({ ptCursor.x - m_crosshairs_radius + halfPixelAdjustment * 2.f, ptCursor.y + halfPixelAdjustment, .0f });
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m_left_crosshairs.Size({ leftCrosshairsLength, static_cast<float>(m_crosshairs_thickness) });
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}
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m_right_crosshairs_border.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius - m_crosshairs_border_size, ptCursor.y + halfPixelAdjustment, .0f });
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m_right_crosshairs_border.Size({ static_cast<float>(ptMonitorBottomRight.x) - ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size, m_crosshairs_thickness + m_crosshairs_border_size * 2.f });
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m_right_crosshairs.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius, ptCursor.y + halfPixelAdjustment, .0f });
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m_right_crosshairs.Size({ static_cast<float>(ptMonitorBottomRight.x) - ptCursor.x - m_crosshairs_radius, static_cast<float>(m_crosshairs_thickness) });
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{
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float rightCrosshairsFullScreenLength = static_cast<float>(ptMonitorBottomRight.x) - ptCursor.x - m_crosshairs_radius;
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float rightCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : rightCrosshairsFullScreenLength;
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float rightCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : rightCrosshairsFullScreenLength + m_crosshairs_border_size;
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m_right_crosshairs_border.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius - m_crosshairs_border_size, ptCursor.y + halfPixelAdjustment, .0f });
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m_right_crosshairs_border.Size({ rightCrosshairsBorderLength, m_crosshairs_thickness + borderSizePadding });
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m_right_crosshairs.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius, ptCursor.y + halfPixelAdjustment, .0f });
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m_right_crosshairs.Size({ rightCrosshairsLength, static_cast<float>(m_crosshairs_thickness) });
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}
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m_top_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, .0f });
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m_top_crosshairs_border.Size({ m_crosshairs_thickness + m_crosshairs_border_size * 2.f, ptCursor.y - ptMonitorUpperLeft.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2 });
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m_top_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + halfPixelAdjustment * 2, .0f });
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m_top_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), ptCursor.y - ptMonitorUpperLeft.y - m_crosshairs_radius + halfPixelAdjustment * 2 });
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{
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float topCrosshairsFullScreenLength = ptCursor.y - ptMonitorUpperLeft.y - m_crosshairs_radius + halfPixelAdjustment * 2.f;
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float topCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : topCrosshairsFullScreenLength;
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float topCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : topCrosshairsFullScreenLength + m_crosshairs_border_size;
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m_top_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2.f, .0f });
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m_top_crosshairs_border.Size({ m_crosshairs_thickness + borderSizePadding, topCrosshairsBorderLength });
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m_top_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + halfPixelAdjustment * 2.f, .0f });
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m_top_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), topCrosshairsLength });
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}
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m_bottom_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius - m_crosshairs_border_size, .0f });
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m_bottom_crosshairs_border.Size({ m_crosshairs_thickness + m_crosshairs_border_size * 2.f, static_cast<float>(ptMonitorBottomRight.y) - ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size });
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m_bottom_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius, .0f });
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m_bottom_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), static_cast<float>(ptMonitorBottomRight.y) - ptCursor.y - m_crosshairs_radius });
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{
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float bottomCrosshairsFullScreenLength = static_cast<float>(ptMonitorBottomRight.y) - ptCursor.y - m_crosshairs_radius;
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float bottomCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : bottomCrosshairsFullScreenLength;
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float bottomCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : bottomCrosshairsFullScreenLength + m_crosshairs_border_size;
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m_bottom_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius - m_crosshairs_border_size, .0f });
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m_bottom_crosshairs_border.Size({ m_crosshairs_thickness + borderSizePadding, bottomCrosshairsBorderLength });
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m_bottom_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius, .0f });
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m_bottom_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), bottomCrosshairsLength });
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}
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}
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LRESULT CALLBACK InclusiveCrosshairs::MouseHookProc(int nCode, WPARAM wParam, LPARAM lParam) noexcept
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@@ -303,6 +325,8 @@ void InclusiveCrosshairs::ApplySettings(InclusiveCrosshairsSettings& settings, b
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m_crosshairs_border_size = settings.crosshairsBorderSize;
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bool autoHideChanged = m_crosshairs_auto_hide != settings.crosshairsAutoHide;
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m_crosshairs_auto_hide = settings.crosshairsAutoHide;
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m_crosshairs_is_fixed_length_enabled = settings.crosshairsIsFixedLengthEnabled;
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m_crosshairs_fixed_length = settings.crosshairsFixedLength;
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if (applyToRunTimeObjects)
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{
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