diff --git a/src/modules/MouseUtils/MousePointerCrosshairs/InclusiveCrosshairs.cpp b/src/modules/MouseUtils/MousePointerCrosshairs/InclusiveCrosshairs.cpp index 2332e64873..5dd4b9fea4 100644 --- a/src/modules/MouseUtils/MousePointerCrosshairs/InclusiveCrosshairs.cpp +++ b/src/modules/MouseUtils/MousePointerCrosshairs/InclusiveCrosshairs.cpp @@ -209,24 +209,24 @@ void InclusiveCrosshairs::UpdateCrosshairsPosition() float halfPixelAdjustment = m_crosshairs_thickness % 2 == 1 ? 0.5f : 0.0f; // Position crosshairs components around the mouse pointer. - m_left_crosshairs_border.Offset({ (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size, (float)ptCursor.y - halfPixelAdjustment, .0f }); - m_left_crosshairs_border.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + m_crosshairs_border_size, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 }); - m_left_crosshairs.Offset({ (float)ptCursor.x - m_crosshairs_radius, (float)ptCursor.y - halfPixelAdjustment, .0f }); - m_left_crosshairs.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius, (float)m_crosshairs_thickness }); + m_left_crosshairs_border.Offset({ (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, (float)ptCursor.y + halfPixelAdjustment, .0f }); + m_left_crosshairs_border.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 }); + m_left_crosshairs.Offset({ (float)ptCursor.x - m_crosshairs_radius + halfPixelAdjustment * 2, (float)ptCursor.y + halfPixelAdjustment, .0f }); + m_left_crosshairs.Size({ (float)ptCursor.x - (float)ptMonitorUpperLeft.x - m_crosshairs_radius + halfPixelAdjustment * 2, (float)m_crosshairs_thickness }); - m_right_crosshairs_border.Offset({ (float)ptCursor.x + m_crosshairs_radius - m_crosshairs_border_size, (float)ptCursor.y - halfPixelAdjustment, .0f }); + m_right_crosshairs_border.Offset({ (float)ptCursor.x + m_crosshairs_radius - m_crosshairs_border_size, (float)ptCursor.y + halfPixelAdjustment, .0f }); m_right_crosshairs_border.Size({ (float)ptMonitorBottomRight.x - (float)ptCursor.x - m_crosshairs_radius + m_crosshairs_border_size, (float)m_crosshairs_thickness + m_crosshairs_border_size * 2 }); - m_right_crosshairs.Offset({ (float)ptCursor.x + m_crosshairs_radius, (float)ptCursor.y - halfPixelAdjustment, .0f }); + m_right_crosshairs.Offset({ (float)ptCursor.x + m_crosshairs_radius, (float)ptCursor.y + halfPixelAdjustment, .0f }); m_right_crosshairs.Size({ (float)ptMonitorBottomRight.x - (float)ptCursor.x - m_crosshairs_radius, (float)m_crosshairs_thickness }); - m_top_crosshairs_border.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size, .0f }); - m_top_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + m_crosshairs_border_size }); - m_top_crosshairs.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius, .0f }); - m_top_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius }); + m_top_crosshairs_border.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2, .0f }); + m_top_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + m_crosshairs_border_size + halfPixelAdjustment * 2 }); + m_top_crosshairs.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y - m_crosshairs_radius + halfPixelAdjustment * 2, .0f }); + m_top_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptCursor.y - (float)ptMonitorUpperLeft.y - m_crosshairs_radius + halfPixelAdjustment * 2 }); - m_bottom_crosshairs_border.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius - m_crosshairs_border_size, .0f }); + m_bottom_crosshairs_border.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius - m_crosshairs_border_size, .0f }); m_bottom_crosshairs_border.Size({ (float)m_crosshairs_thickness + m_crosshairs_border_size * 2, (float)ptMonitorBottomRight.y - (float)ptCursor.y - m_crosshairs_radius + m_crosshairs_border_size }); - m_bottom_crosshairs.Offset({ (float)ptCursor.x - halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius, .0f }); + m_bottom_crosshairs.Offset({ (float)ptCursor.x + halfPixelAdjustment, (float)ptCursor.y + m_crosshairs_radius, .0f }); m_bottom_crosshairs.Size({ (float)m_crosshairs_thickness, (float)ptMonitorBottomRight.y - (float)ptCursor.y - m_crosshairs_radius }); }