mirror of https://github.com/ocornut/imgui
ImDrawList: internal refactoring toward a following commit for indexed rendering.
This commit is contained in:
parent
742808d835
commit
707df6c7b7
181
imgui.cpp
181
imgui.cpp
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@ -7698,45 +7698,71 @@ void ImDrawList::PopTextureID()
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UpdateTextureID();
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}
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void ImDrawList::ReserveVertices(unsigned int vtx_count)
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void ImDrawList::PrimReserve(unsigned int vtx_count)
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{
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ImDrawCmd& draw_cmd = commands.back();
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draw_cmd.vtx_count += vtx_count;
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vtx_buffer.resize(vtx_buffer.size() + vtx_count);
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vtx_write = &vtx_buffer[vtx_buffer.size() - vtx_count];
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size_t vtx_buffer_size = vtx_buffer.size();
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vtx_buffer.resize(vtx_buffer_size + vtx_count);
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vtx_write = &vtx_buffer[vtx_buffer_size];
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}
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void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
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void ImDrawList::PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
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{
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vtx_write->pos = pos;
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vtx_write->col = col;
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vtx_write->uv = GImGui->FontTexUvWhitePixel;
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vtx_write++;
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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AddVtx(a, uv, col);
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AddVtx(b, uv, col);
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AddVtx(c, uv, col);
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}
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void ImDrawList::AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv)
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void ImDrawList::PrimRect(const ImVec2& a, const ImVec2& c, ImU32 col)
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{
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vtx_write->pos = pos;
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vtx_write->col = col;
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vtx_write->uv = uv;
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vtx_write++;
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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ImVec2 b(c.x, a.y);
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ImVec2 d(a.x, c.y);
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AddVtx(a, uv, col);
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AddVtx(b, uv, col);
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AddVtx(c, uv, col);
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AddVtx(a, uv, col);
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AddVtx(c, uv, col);
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AddVtx(d, uv, col);
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}
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// NB: memory should be reserved for 6 vertices by the caller.
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void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
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void ImDrawList::PrimRectUV(const ImVec2& a, const ImVec2& c, const ImVec2& uv_a, const ImVec2& uv_c, ImU32 col)
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{
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ImVec2 b(c.x, a.y);
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ImVec2 d(a.x, c.y);
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ImVec2 uv_b(uv_c.x, uv_a.y);
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ImVec2 uv_d(uv_a.x, uv_c.y);
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AddVtx(a, uv_a, col);
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AddVtx(b, uv_b, col);
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AddVtx(c, uv_c, col);
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AddVtx(a, uv_a, col);
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AddVtx(c, uv_c, col);
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AddVtx(d, uv_d, col);
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}
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void ImDrawList::PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col)
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{
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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AddVtx(a, uv, col);
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AddVtx(b, uv, col);
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AddVtx(c, uv, col);
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AddVtx(a, uv, col);
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AddVtx(c, uv, col);
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AddVtx(d, uv, col);
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}
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// FIXME-OPT: In many instances the caller could provide a normal.
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void ImDrawList::PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
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{
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const float inv_length = 1.0f / sqrtf(ImLengthSqr(b - a));
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const ImVec2 hn = (b - a) * (thickness * 0.5f * inv_length);// half normal
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const ImVec2 hn = (b - a) * (thickness * 0.5f * inv_length);// half normalized
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const ImVec2 hp0 = ImVec2(+hn.y, -hn.x); // half perpendiculars + user offset
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const ImVec2 hp1 = ImVec2(-hn.y, +hn.x);
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// Two triangles makes up one line. Using triangles allows us to reduce amount of draw calls.
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AddVtx(a + hp0, col);
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AddVtx(b + hp0, col);
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AddVtx(a + hp1, col);
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AddVtx(b + hp0, col);
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AddVtx(b + hp1, col);
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AddVtx(a + hp1, col);
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PrimQuad(a + hp0, b + hp0, b + hp1, a + hp1, col);
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}
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void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness)
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@ -7744,8 +7770,8 @@ void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thic
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if ((col >> 24) == 0)
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return;
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ReserveVertices(6);
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AddVtxLine(a, b, col, thickness);
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PrimReserve(6);
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PrimLine(a, b, col, thickness);
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}
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void ImDrawList::AddArcFast(const ImVec2& center, float radius, ImU32 col, int a_min, int a_max, bool filled, const ImVec2& third_point_offset)
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@ -7767,24 +7793,25 @@ void ImDrawList::AddArcFast(const ImVec2& center, float radius, ImU32 col, int a
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circle_vtx_builds = true;
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}
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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if (filled)
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{
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ReserveVertices((unsigned int)(a_max-a_min) * 3);
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PrimReserve((unsigned int)(a_max-a_min) * 3);
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for (int a0 = a_min; a0 < a_max; a0++)
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{
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int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1;
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AddVtx(center + circle_vtx[a0] * radius, col);
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AddVtx(center + circle_vtx[a1] * radius, col);
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AddVtx(center + third_point_offset, col);
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AddVtx(center + circle_vtx[a0] * radius, uv, col);
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AddVtx(center + circle_vtx[a1] * radius, uv, col);
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AddVtx(center + third_point_offset, uv, col);
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}
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}
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else
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{
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ReserveVertices((unsigned int)(a_max-a_min) * 6);
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PrimReserve((unsigned int)(a_max-a_min) * 6);
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for (int a0 = a_min; a0 < a_max; a0++)
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{
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int a1 = (a0 + 1 == SAMPLES) ? 0 : a0 + 1;
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AddVtxLine(center + circle_vtx[a0] * radius, center + circle_vtx[a1] * radius, col);
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PrimLine(center + circle_vtx[a0] * radius, center + circle_vtx[a1] * radius, col);
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}
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}
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}
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@ -7800,19 +7827,19 @@ void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float roun
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if (r == 0.0f || rounding_corners == 0)
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{
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ReserveVertices(4*6);
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AddVtxLine(ImVec2(a.x,a.y), ImVec2(b.x,a.y), col);
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AddVtxLine(ImVec2(b.x,a.y), ImVec2(b.x,b.y), col);
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AddVtxLine(ImVec2(b.x,b.y), ImVec2(a.x,b.y), col);
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AddVtxLine(ImVec2(a.x,b.y), ImVec2(a.x,a.y), col);
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PrimReserve(4*6);
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PrimLine(ImVec2(a.x,a.y), ImVec2(b.x,a.y), col);
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PrimLine(ImVec2(b.x,a.y), ImVec2(b.x,b.y), col);
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PrimLine(ImVec2(b.x,b.y), ImVec2(a.x,b.y), col);
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PrimLine(ImVec2(a.x,b.y), ImVec2(a.x,a.y), col);
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}
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else
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{
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ReserveVertices(4*6);
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AddVtxLine(ImVec2(a.x + ((rounding_corners & 1)?r:0), a.y), ImVec2(b.x - ((rounding_corners & 2)?r:0), a.y), col);
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AddVtxLine(ImVec2(b.x, a.y + ((rounding_corners & 2)?r:0)), ImVec2(b.x, b.y - ((rounding_corners & 4)?r:0)), col);
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AddVtxLine(ImVec2(b.x - ((rounding_corners & 4)?r:0), b.y), ImVec2(a.x + ((rounding_corners & 8)?r:0), b.y), col);
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AddVtxLine(ImVec2(a.x, b.y - ((rounding_corners & 8)?r:0)), ImVec2(a.x, a.y + ((rounding_corners & 1)?r:0)), col);
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PrimReserve(4*6);
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PrimLine(ImVec2(a.x + ((rounding_corners & 1)?r:0), a.y), ImVec2(b.x - ((rounding_corners & 2)?r:0), a.y), col);
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PrimLine(ImVec2(b.x, a.y + ((rounding_corners & 2)?r:0)), ImVec2(b.x, b.y - ((rounding_corners & 4)?r:0)), col);
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PrimLine(ImVec2(b.x - ((rounding_corners & 4)?r:0), b.y), ImVec2(a.x + ((rounding_corners & 8)?r:0), b.y), col);
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PrimLine(ImVec2(a.x, b.y - ((rounding_corners & 8)?r:0)), ImVec2(a.x, a.y + ((rounding_corners & 1)?r:0)), col);
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if (rounding_corners & 1) AddArcFast(ImVec2(a.x+r,a.y+r), r, col, 0, 3);
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if (rounding_corners & 2) AddArcFast(ImVec2(b.x-r,a.y+r), r, col, 3, 6);
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@ -7830,44 +7857,25 @@ void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, floa
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r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ));
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r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ));
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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if (r == 0.0f || rounding_corners == 0)
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{
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// Use triangle so we can merge more draw calls together (at the cost of extra vertices)
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ReserveVertices(6);
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AddVtx(ImVec2(a.x,a.y), col);
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AddVtx(ImVec2(b.x,a.y), col);
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AddVtx(ImVec2(b.x,b.y), col);
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AddVtx(ImVec2(a.x,a.y), col);
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AddVtx(ImVec2(b.x,b.y), col);
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AddVtx(ImVec2(a.x,b.y), col);
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PrimReserve(6);
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PrimRect(a, b, col);
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}
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else
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{
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ReserveVertices(6+6*2);
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AddVtx(ImVec2(a.x+r,a.y), col);
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AddVtx(ImVec2(b.x-r,a.y), col);
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AddVtx(ImVec2(b.x-r,b.y), col);
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AddVtx(ImVec2(a.x+r,a.y), col);
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AddVtx(ImVec2(b.x-r,b.y), col);
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AddVtx(ImVec2(a.x+r,b.y), col);
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PrimReserve(6+6*2);
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PrimRect(ImVec2(a.x+r,a.y), ImVec2(b.x-r,b.y), col);
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float top_y = (rounding_corners & 1) ? a.y+r : a.y;
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float bot_y = (rounding_corners & 8) ? b.y-r : b.y;
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AddVtx(ImVec2(a.x,top_y), col);
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AddVtx(ImVec2(a.x+r,top_y), col);
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AddVtx(ImVec2(a.x+r,bot_y), col);
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AddVtx(ImVec2(a.x,top_y), col);
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AddVtx(ImVec2(a.x+r,bot_y), col);
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AddVtx(ImVec2(a.x,bot_y), col);
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PrimRect(ImVec2(a.x,top_y), ImVec2(a.x+r,bot_y), col);
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top_y = (rounding_corners & 2) ? a.y+r : a.y;
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bot_y = (rounding_corners & 4) ? b.y-r : b.y;
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AddVtx(ImVec2(b.x-r,top_y), col);
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AddVtx(ImVec2(b.x,top_y), col);
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AddVtx(ImVec2(b.x,bot_y), col);
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AddVtx(ImVec2(b.x-r,top_y), col);
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AddVtx(ImVec2(b.x,bot_y), col);
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AddVtx(ImVec2(b.x-r,bot_y), col);
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PrimRect(ImVec2(b.x-r,top_y), ImVec2(b.x,bot_y), col);
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if (rounding_corners & 1) AddArcFast(ImVec2(a.x+r,a.y+r), r, col, 0, 3, true);
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if (rounding_corners & 2) AddArcFast(ImVec2(b.x-r,a.y+r), r, col, 3, 6, true);
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@ -7881,10 +7889,8 @@ void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec
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if ((col >> 24) == 0)
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return;
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ReserveVertices(3);
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AddVtx(a, col);
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AddVtx(b, col);
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AddVtx(c, col);
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PrimReserve(3);
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PrimTriangle(a, b, c, col);
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}
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void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments)
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@ -7892,13 +7898,13 @@ void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int nu
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if ((col >> 24) == 0)
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return;
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ReserveVertices((unsigned int)num_segments*6);
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PrimReserve((unsigned int)num_segments*6);
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const float a_step = 2*PI/(float)num_segments;
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float a0 = 0.0f;
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for (int i = 0; i < num_segments; i++)
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{
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const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
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AddVtxLine(centre + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
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PrimLine(centre + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
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a0 = a1;
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}
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}
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@ -7908,15 +7914,16 @@ void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col,
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if ((col >> 24) == 0)
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return;
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ReserveVertices((unsigned int)num_segments*3);
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const ImVec2 uv = GImGui->FontTexUvWhitePixel;
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PrimReserve((unsigned int)num_segments*3);
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const float a_step = 2*PI/(float)num_segments;
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float a0 = 0.0f;
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for (int i = 0; i < num_segments; i++)
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{
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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, col);
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AddVtx(centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
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AddVtx(centre, col);
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AddVtx(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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AddVtx(centre, uv, col);
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a0 = a1;
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}
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}
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@ -7937,9 +7944,9 @@ void ImDrawList::AddText(const ImFont* font, float font_size, const ImVec2& pos,
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const unsigned int char_count = (unsigned int)(text_end - text_begin);
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const unsigned int vtx_count_max = char_count * 6;
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const size_t vtx_begin = vtx_buffer.size();
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ReserveVertices(vtx_count_max);
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PrimReserve(vtx_count_max);
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font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, vtx_write, wrap_width, cpu_clip_max);
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font->RenderText(font_size, pos, col, clip_rect_stack.back(), text_begin, text_end, this, wrap_width, cpu_clip_max);
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// give back unused vertices
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vtx_buffer.resize((size_t)(vtx_write - &vtx_buffer.front()));
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@ -7958,13 +7965,8 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
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if (push_texture_id)
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PushTextureID(user_texture_id);
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ReserveVertices(6);
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AddVtxUV(ImVec2(a.x,a.y), col, uv0);
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AddVtxUV(ImVec2(b.x,a.y), col, ImVec2(uv1.x,uv0.y));
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AddVtxUV(ImVec2(b.x,b.y), col, uv1);
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AddVtxUV(ImVec2(a.x,a.y), col, ImVec2(uv0.x,uv0.y));
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AddVtxUV(ImVec2(b.x,b.y), col, uv1);
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AddVtxUV(ImVec2(a.x,b.y), col, ImVec2(uv0.x,uv1.y));
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PrimReserve(6);
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PrimRectUV(a, b, uv0, uv1, col);
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if (push_texture_id)
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PopTextureID();
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@ -8980,7 +8982,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be
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return text_size;
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}
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void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width, const ImVec2* cpu_clip_max) const
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void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect_ref, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width, const ImVec2* cpu_clip_max) const
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{
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if (!text_end)
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text_end = text_begin + strlen(text_begin);
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@ -9004,6 +9006,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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float x = pos.x;
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float y = pos.y;
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ImDrawVert* out_vertices = draw_list->vtx_write;
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const char* s = text_begin;
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while (s < text_end)
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{
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@ -9091,6 +9095,7 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
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}
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}
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// NB: we are not calling PrimRectUV() here because non-inlined causes too much overhead in a debug build.
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out_vertices[0].pos = ImVec2(x1, y1);
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out_vertices[0].uv = ImVec2(u1, v1);
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out_vertices[0].col = col;
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||||
|
@ -9118,6 +9123,8 @@ void ImFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_re
|
|||
|
||||
x += char_width;
|
||||
}
|
||||
|
||||
draw_list->vtx_write = out_vertices;
|
||||
}
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
|
21
imgui.h
21
imgui.h
|
@ -908,8 +908,8 @@ struct ImDrawList
|
|||
|
||||
// Primitives
|
||||
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners=0x0F);
|
||||
IMGUI_API void AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
|
||||
IMGUI_API void AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
|
||||
IMGUI_API void AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
|
||||
IMGUI_API void AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
||||
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
|
||||
|
@ -918,16 +918,19 @@ struct ImDrawList
|
|||
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
|
||||
|
||||
// Advanced
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
|
||||
IMGUI_API void AddCallback(ImDrawCallback callback, void* callback_data); // Your rendering function must check for 'user_callback' in ImDrawCmd and call the function instead of rendering triangles.
|
||||
IMGUI_API void AddDrawCmd(); // This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). Otherwise primitives are merged into the same draw-call as much as possible
|
||||
|
||||
// Internal helpers
|
||||
IMGUI_API void ReserveVertices(unsigned int vtx_count);
|
||||
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
|
||||
IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
|
||||
IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void PrimReserve(unsigned int vtx_count);
|
||||
IMGUI_API void PrimTriangle(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col);
|
||||
IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col);
|
||||
IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
|
||||
IMGUI_API void PrimQuad(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, ImU32 col);
|
||||
IMGUI_API void PrimLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f);
|
||||
IMGUI_API void UpdateClipRect();
|
||||
IMGUI_API void UpdateTextureID();
|
||||
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++; }
|
||||
};
|
||||
|
||||
// Load and rasterize multiple TTF fonts into a same texture.
|
||||
|
@ -1021,7 +1024,7 @@ struct ImFont
|
|||
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
|
||||
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
|
||||
IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
|
||||
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
|
||||
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawList* draw_list, float wrap_width = 0.0f, const ImVec2* cpu_clip_max = NULL) const;
|
||||
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue