Fix cursor height and width

This commit is contained in:
loki
2021-05-06 13:51:29 +02:00
parent 0f661e467e
commit 7b45f0d899
+6 -9
View File
@@ -253,21 +253,19 @@ public:
cursor_view.TopLeftX = x; cursor_view.TopLeftX = x;
cursor_view.TopLeftY = y; cursor_view.TopLeftY = y;
cursor_view.Width = cursor_scaled_width;
cursor_view.Height = cursor_scaled_height;
} }
int set_cursor_texture(texture2d_t::pointer texture, LONG width, LONG height) { int set_cursor_texture(texture2d_t::pointer texture, LONG width, LONG height) {
auto device = (device_t::pointer)data; auto device = (device_t::pointer)data;
cursor_scaled_width = ((float)width) * cursor_scale; cursor_view.Width = width;
cursor_scaled_height = ((float)height) * cursor_scale; cursor_view.Height = height;
D3D11_SHADER_RESOURCE_VIEW_DESC desc { D3D11_SHADER_RESOURCE_VIEW_DESC desc {
DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_B8G8R8A8_UNORM,
D3D11_SRV_DIMENSION_TEXTURE2D D3D11_SRV_DIMENSION_TEXTURE2D
}; };
desc.Texture2D.MipLevels = 1; desc.Texture2D.MipLevels = 1;
shader_res_t::pointer cursor_res_p; shader_res_t::pointer cursor_res_p;
auto status = device->CreateShaderResourceView(texture, &desc, &cursor_res_p); auto status = device->CreateShaderResourceView(texture, &desc, &cursor_res_p);
@@ -646,7 +644,6 @@ public:
ps_t scene_ps; ps_t scene_ps;
D3D11_VIEWPORT cursor_view; D3D11_VIEWPORT cursor_view;
float cursor_scaled_width, cursor_scaled_height;
float cursor_scale; float cursor_scale;
bool cursor_visible; bool cursor_visible;