ImDrawList::AddImage* renamed uv_ parameters to be more consistent. Fix AddImageQuad to use IM_COL32_A_MASK (#1009)
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8
imgui.h
8
imgui.h
@ -1050,9 +1050,9 @@ struct ImGuiSizeConstraintCallbackData
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#define IM_COL32_A_MASK 0xFF000000
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#endif
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#define IM_COL32(R,G,B,A) (((ImU32)(A)<<IM_COL32_A_SHIFT) | ((ImU32)(B)<<IM_COL32_B_SHIFT) | ((ImU32)(G)<<IM_COL32_G_SHIFT) | ((ImU32)(R)<<IM_COL32_R_SHIFT))
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#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white
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#define IM_COL32_WHITE IM_COL32(255,255,255,255) // Opaque white = 0xFFFFFFFF
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#define IM_COL32_BLACK IM_COL32(0,0,0,255) // Opaque black
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#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black
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#define IM_COL32_BLACK_TRANS IM_COL32(0,0,0,0) // Transparent black = 0x00000000
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// ImColor() helper to implicity converts colors to either ImU32 (packed 4x1 byte) or ImVec4 (4x1 float)
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// Prefer using IM_COL32() macros if you want a guaranteed compile-time ImU32 for usage with ImDrawList API.
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@ -1202,8 +1202,8 @@ struct ImDrawList
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IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
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IMGUI_API void AddText(const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = 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 AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uva = ImVec2(0,0), const ImVec2& uvb = ImVec2(1,0), const ImVec2& uvc = ImVec2(1,1), const ImVec2& uvd = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
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IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
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@ -958,7 +958,7 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c
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AddText(GImGui->Font, GImGui->FontSize, pos, col, text_begin, text_end);
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}
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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@ -969,24 +969,23 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
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PushTextureID(user_texture_id);
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PrimReserve(6, 4);
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PrimRectUV(a, b, uv0, uv1, col);
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PrimRectUV(a, b, uv_a, uv_b, col);
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if (push_texture_id)
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PopTextureID();
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}
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void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uva, const ImVec2& uvb, const ImVec2& uvc, const ImVec2& uvd, ImU32 col)
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void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col)
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{
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if ((col >> 24) == 0)
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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// FIXME-OPT: This is wasting draw calls.
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const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
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if (push_texture_id)
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PushTextureID(user_texture_id);
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PrimReserve(6, 4);
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PrimQuadUV(a, b, c, d, uva, uvb, uvc, uvd, col);
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PrimQuadUV(a, b, c, d, uv_a, uv_b, uv_c, uv_d, col);
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if (push_texture_id)
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PopTextureID();
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