[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
This commit is contained in:
Epp-code
2023-07-19 07:24:47 -07:00
committed by GitHub
parent e44d63451f
commit 1f44085e41
7 changed files with 149 additions and 17 deletions

View File

@@ -77,6 +77,8 @@ private:
int m_crosshairs_radius = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_RADIUS;
int m_crosshairs_thickness = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_THICKNESS;
int m_crosshairs_border_size = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_BORDER_SIZE;
bool m_crosshairs_is_fixed_length_enabled = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_IS_FIXED_LENGTH_ENABLED;
int m_crosshairs_fixed_length = INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_FIXED_LENGTH;
float m_crosshairs_opacity = max(0.f, min(1.f, (float)INCLUSIVE_MOUSE_DEFAULT_CROSSHAIRS_OPACITY / 100.0f));
bool m_crosshairs_auto_hide = INCLUSIVE_MOUSE_DEFAULT_AUTO_HIDE;
};
@@ -214,27 +216,47 @@ void InclusiveCrosshairs::UpdateCrosshairsPosition()
// 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.
float halfPixelAdjustment = m_crosshairs_thickness % 2 == 1 ? 0.5f : 0.0f;
float borderSizePadding = m_crosshairs_border_size * 2.f;
// Position crosshairs components around the mouse pointer.
m_left_crosshairs_border.Offset({ ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, ptCursor.y + halfPixelAdjustment, .0f });
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 });
m_left_crosshairs.Offset({ ptCursor.x - m_crosshairs_radius + halfPixelAdjustment * 2.f, ptCursor.y + halfPixelAdjustment, .0f });
m_left_crosshairs.Size({ ptCursor.x - ptMonitorUpperLeft.x - m_crosshairs_radius + halfPixelAdjustment * 2, static_cast<float>(m_crosshairs_thickness) });
{
float leftCrosshairsFullScreenLength = ptCursor.x - ptMonitorUpperLeft.x - m_crosshairs_radius + halfPixelAdjustment * 2.f;
float leftCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : leftCrosshairsFullScreenLength;
float leftCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : leftCrosshairsFullScreenLength + m_crosshairs_border_size;
m_left_crosshairs_border.Offset({ ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2.f, ptCursor.y + halfPixelAdjustment, .0f });
m_left_crosshairs_border.Size({ leftCrosshairsBorderLength, m_crosshairs_thickness + borderSizePadding });
m_left_crosshairs.Offset({ ptCursor.x - m_crosshairs_radius + halfPixelAdjustment * 2.f, ptCursor.y + halfPixelAdjustment, .0f });
m_left_crosshairs.Size({ leftCrosshairsLength, static_cast<float>(m_crosshairs_thickness) });
}
m_right_crosshairs_border.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius - m_crosshairs_border_size, ptCursor.y + halfPixelAdjustment, .0f });
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 });
m_right_crosshairs.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius, ptCursor.y + halfPixelAdjustment, .0f });
m_right_crosshairs.Size({ static_cast<float>(ptMonitorBottomRight.x) - ptCursor.x - m_crosshairs_radius, static_cast<float>(m_crosshairs_thickness) });
{
float rightCrosshairsFullScreenLength = static_cast<float>(ptMonitorBottomRight.x) - ptCursor.x - m_crosshairs_radius;
float rightCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : rightCrosshairsFullScreenLength;
float rightCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : rightCrosshairsFullScreenLength + m_crosshairs_border_size;
m_right_crosshairs_border.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius - m_crosshairs_border_size, ptCursor.y + halfPixelAdjustment, .0f });
m_right_crosshairs_border.Size({ rightCrosshairsBorderLength, m_crosshairs_thickness + borderSizePadding });
m_right_crosshairs.Offset({ static_cast<float>(ptCursor.x) + m_crosshairs_radius, ptCursor.y + halfPixelAdjustment, .0f });
m_right_crosshairs.Size({ rightCrosshairsLength, static_cast<float>(m_crosshairs_thickness) });
}
m_top_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, .0f });
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 });
m_top_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + halfPixelAdjustment * 2, .0f });
m_top_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), ptCursor.y - ptMonitorUpperLeft.y - m_crosshairs_radius + halfPixelAdjustment * 2 });
{
float topCrosshairsFullScreenLength = ptCursor.y - ptMonitorUpperLeft.y - m_crosshairs_radius + halfPixelAdjustment * 2.f;
float topCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : topCrosshairsFullScreenLength;
float topCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : topCrosshairsFullScreenLength + m_crosshairs_border_size;
m_top_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2.f, .0f });
m_top_crosshairs_border.Size({ m_crosshairs_thickness + borderSizePadding, topCrosshairsBorderLength });
m_top_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, ptCursor.y - m_crosshairs_radius + halfPixelAdjustment * 2.f, .0f });
m_top_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), topCrosshairsLength });
}
m_bottom_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius - m_crosshairs_border_size, .0f });
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 });
m_bottom_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius, .0f });
m_bottom_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), static_cast<float>(ptMonitorBottomRight.y) - ptCursor.y - m_crosshairs_radius });
{
float bottomCrosshairsFullScreenLength = static_cast<float>(ptMonitorBottomRight.y) - ptCursor.y - m_crosshairs_radius;
float bottomCrosshairsLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length : bottomCrosshairsFullScreenLength;
float bottomCrosshairsBorderLength = m_crosshairs_is_fixed_length_enabled ? m_crosshairs_fixed_length + borderSizePadding : bottomCrosshairsFullScreenLength + m_crosshairs_border_size;
m_bottom_crosshairs_border.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius - m_crosshairs_border_size, .0f });
m_bottom_crosshairs_border.Size({ m_crosshairs_thickness + borderSizePadding, bottomCrosshairsBorderLength });
m_bottom_crosshairs.Offset({ ptCursor.x + halfPixelAdjustment, static_cast<float>(ptCursor.y) + m_crosshairs_radius, .0f });
m_bottom_crosshairs.Size({ static_cast<float>(m_crosshairs_thickness), bottomCrosshairsLength });
}
}
LRESULT CALLBACK InclusiveCrosshairs::MouseHookProc(int nCode, WPARAM wParam, LPARAM lParam) noexcept
@@ -303,6 +325,8 @@ void InclusiveCrosshairs::ApplySettings(InclusiveCrosshairsSettings& settings, b
m_crosshairs_border_size = settings.crosshairsBorderSize;
bool autoHideChanged = m_crosshairs_auto_hide != settings.crosshairsAutoHide;
m_crosshairs_auto_hide = settings.crosshairsAutoHide;
m_crosshairs_is_fixed_length_enabled = settings.crosshairsIsFixedLengthEnabled;
m_crosshairs_fixed_length = settings.crosshairsFixedLength;
if (applyToRunTimeObjects)
{