mirror of https://github.com/ocornut/imgui
ImDrawList: bits of renaming.
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parent
4fa3eee84e
commit
500a8a0e02
12
imgui.cpp
12
imgui.cpp
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@ -7804,9 +7804,9 @@ void ImDrawList::AddArcFast(const ImVec2& center, float radius, ImU32 col, int a
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for (int a0 = a_min; a0 < a_max; a0++)
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for (int a0 = a_min; a0 < a_max; a0++)
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{
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{
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int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1;
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int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1;
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AddVtx(center + circle_vtx[a0] * radius, uv, col);
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PrimVtx(center + circle_vtx[a0] * radius, uv, col);
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AddVtx(center + circle_vtx[a1] * radius, uv, col);
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PrimVtx(center + circle_vtx[a1] * radius, uv, col);
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AddVtx(center + third_point_offset, uv, col);
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PrimVtx(center + third_point_offset, uv, col);
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}
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}
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}
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}
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else
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else
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@ -7925,9 +7925,9 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
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for (int i = 0; i < num_segments; i++)
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for (int i = 0; i < num_segments; i++)
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{
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{
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const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
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const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
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AddVtx(centre + ImVec2(cosf(a0), sinf(a0))*radius, uv, col);
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PrimVtx(centre + ImVec2(cosf(a0), sinf(a0))*radius, uv, col);
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AddVtx(centre + ImVec2(cosf(a1), sinf(a1))*radius, uv, col);
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PrimVtx(centre + ImVec2(cosf(a1), sinf(a1))*radius, uv, col);
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AddVtx(centre, uv, col);
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PrimVtx(centre, uv, col);
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a0 = a1;
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a0 = a1;
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}
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}
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}
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}
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2
imgui.h
2
imgui.h
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@ -930,7 +930,7 @@ struct ImDrawList
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IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
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IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
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IMGUI_API void UpdateClipRect();
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IMGUI_API void UpdateClipRect();
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IMGUI_API void UpdateTextureID();
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IMGUI_API void UpdateTextureID();
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inline IMGUI_API void AddVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; }
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IMGUI_API void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { vtx_write->pos = pos; vtx_write->uv = uv; vtx_write->col = col; vtx_write++; }
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};
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};
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// Load and rasterize multiple TTF fonts into a same texture.
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// Load and rasterize multiple TTF fonts into a same texture.
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