Amend defce31
Add ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() (#3127, #3664, #3665)
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parent
defce31c2e
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550bfcfc59
@ -89,6 +89,8 @@ Other Changes:
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feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
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feedback and control of keyboard/gamepad navigation highlight and mouse hover disable flag. (#787, #2048)
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- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
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- Metrics: Fixed mishandling of ImDrawCmd::VtxOffset in wireframe mesh renderer.
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- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
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- Metrics: Rebranded as "Dear ImGui Metrics/Debugger" to clarify its purpose.
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- ImDrawList: Added ImDrawList::AddQuadBezierCurve(), ImDrawList::PathQuadBezierCurveTo() quadratic bezier
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helpers. (#3127, #3664, #3665) [@aiekick]
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- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
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- Fonts: Updated GetGlyphRangesJapanese() to include a larger 2999 ideograms selection of Joyo/Jinmeiyo
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kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
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kanjis, from the previous 1946 ideograms selection. This will consume a some more memory but be generally
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much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
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much more fitting for Japanese display, until we switch to a more dynamic atlas. (#3627) [@vaiorabbit]
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4
imgui.h
4
imgui.h
@ -2357,8 +2357,8 @@ struct ImDrawList
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IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
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IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
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IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
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IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
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IMGUI_API void AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quad Bezier (3 control points)
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IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
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// Image primitives
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// Image primitives
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// - Read FAQ to understand what ImTextureID is.
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// - Read FAQ to understand what ImTextureID is.
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@ -2376,8 +2376,8 @@ struct ImDrawList
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quad Bezier (3 control points)
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IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
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IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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// Advanced
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// Advanced
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@ -6917,7 +6917,7 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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// Draw a bunch of primitives
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// Draw a bunch of primitives
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ImGui::Text("All primitives");
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ImGui::Text("All primitives");
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static float sz = 33.0f;
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static float sz = 36.0f;
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static float thickness = 3.0f;
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static float thickness = 3.0f;
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static int ngon_sides = 6;
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static int ngon_sides = 6;
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static bool circle_segments_override = false;
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static bool circle_segments_override = false;
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@ -6930,12 +6930,10 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
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ImGui::SliderInt("N-gon sides", &ngon_sides, 3, 12);
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ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
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ImGui::Checkbox("##circlesegmentoverride", &circle_segments_override);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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if (ImGui::SliderInt("Circle segments", &circle_segments_override_v, 3, 40))
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circle_segments_override |= ImGui::SliderInt("Circle segments override", &circle_segments_override_v, 3, 40);
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circle_segments_override = true;
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ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
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ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
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if (ImGui::SliderInt("Curves segments", &curve_segments_override_v, 3, 40))
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curve_segments_override |= ImGui::SliderInt("Curves segments override", &curve_segments_override_v, 3, 40);
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curve_segments_override = true;
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ImGui::ColorEdit4("Color", &colf.x);
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ImGui::ColorEdit4("Color", &colf.x);
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const ImVec2 p = ImGui::GetCursorScreenPos();
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const ImVec2 p = ImGui::GetCursorScreenPos();
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@ -6962,8 +6960,15 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y), col, th); x += sz + spacing; // Horizontal line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x, y + sz), col, th); x += spacing; // Vertical line (note: drawing a filled rectangle will be faster!)
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
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draw_list->AddLine(ImVec2(x, y), ImVec2(x + sz, y + sz), col, th); x += sz + spacing; // Diagonal line
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draw_list->AddQuadBezierCurve(ImVec2(x, y + sz * 0.6), ImVec2(x + sz * 0.5, y - sz * 0.4), ImVec2(x + sz, y + sz), col, th, curve_segments); x += sz + spacing; // Quad Bezier (3 control points)
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draw_list->AddBezierCurve(ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz), col, th, curve_segments);
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// Quadratic Bezier Curve (3 control points)
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ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) };
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draw_list->AddQuadBezierCurve(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;
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// Cubic Bezier Curve (4 control points)
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ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) };
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draw_list->AddBezierCurve(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);
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x = p.x + 4;
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x = p.x + 4;
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y += sz + spacing;
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y += sz + spacing;
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}
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}
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@ -1358,17 +1358,6 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
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PathFillConvex(col);
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PathFillConvex(col);
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}
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}
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// Quad Bezier takes 3 controls points
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void ImDrawList::AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(p1);
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PathQuadBezierCurveTo(p2, p3, num_segments);
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PathStroke(col, false, thickness);
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}
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// Cubic Bezier takes 4 controls points
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// Cubic Bezier takes 4 controls points
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void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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{
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{
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@ -1380,6 +1369,17 @@ void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2
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PathStroke(col, false, thickness);
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PathStroke(col, false, thickness);
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}
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}
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// Quadratic Bezier takes 3 controls points
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void ImDrawList::AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(p1);
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PathQuadBezierCurveTo(p2, p3, num_segments);
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PathStroke(col, false, thickness);
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}
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void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
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void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec4* cpu_fine_clip_rect)
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{
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{
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if ((col & IM_COL32_A_MASK) == 0)
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if ((col & IM_COL32_A_MASK) == 0)
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@ -399,6 +399,7 @@ static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs)
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IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier
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IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier
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IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
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IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
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IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
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IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
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IMGUI_API ImVec2 ImQuadBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); // Quadratic Bezier
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IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
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IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
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IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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