Merge: First pass on AA rendered primitives from https://github.com/memononen/imgui
This commit is contained in:
commit
8ca3dc8e41
427
imgui.cpp
427
imgui.cpp
@ -3002,17 +3002,10 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
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{
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const float r = window_rounding;
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const ImVec2 br = window->Aabb().GetBR();
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if (r == 0.0f)
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{
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window->DrawList->AddTriangleFilled(br, br-ImVec2(0,14), br-ImVec2(14,0), resize_col);
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}
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else
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{
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// FIXME: We should draw 4 triangles and decide on a size that's not dependent on the rounding size (previously used 18)
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window->DrawList->AddArc(br - ImVec2(r,r), r, resize_col, 6, 9, true);
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window->DrawList->AddTriangleFilled(br+ImVec2(0,-2*r),br+ImVec2(0,-r),br+ImVec2(-r,-r), resize_col);
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window->DrawList->AddTriangleFilled(br+ImVec2(-r,-r), br+ImVec2(-r,0),br+ImVec2(-2*r,0), resize_col);
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}
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window->DrawList->LineTo(br + ImVec2(-2*r,0));
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window->DrawList->LineTo(br + ImVec2(0,-2*r));
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window->DrawList->ArcToFast(ImVec2(br.x-r,br.y-r), r, 6, 9);
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window->DrawList->Fill(resize_col);
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}
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}
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@ -6805,198 +6798,300 @@ void ImDrawList::AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv)
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vtx_write++;
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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)
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{
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const float length = sqrtf(ImLengthSqr(b - a));
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const ImVec2 hn = (b - a) * (0.50f / length); // half normal
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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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static ImVector<ImVec2> temp_inner;
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static ImVector<ImVec2> temp_outer;
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static ImVector<ImVec2> temp_normals;
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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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void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed)
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{
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if (points_count < 2)
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return;
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const float aa_size = 1.0f;
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temp_inner.resize(points_count);
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temp_outer.resize(points_count);
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temp_normals.resize(points_count);
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int start = 0, count = points_count;
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if (!closed)
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{
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start = 1;
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count = points_count-1;
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}
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for (int i = 0; i < count; i++)
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{
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const int ni = (i+1) < points_count ? i+1 : 0;
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const ImVec2& v0 = points[i];
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const ImVec2& v1 = points[ni];
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ImVec2 diff = v1 - v0;
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float d = ImLengthSqr(diff);
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if (d > 0)
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diff *= 1.0f/sqrtf(d);
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temp_normals[i].x = diff.y;
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temp_normals[i].y = -diff.x;
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}
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if (!closed)
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{
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temp_normals[points_count-1] = temp_normals[points_count-2];
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temp_outer[0] = points[0] + temp_normals[0]*aa_size;
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temp_inner[0] = points[0] - temp_normals[0]*aa_size;
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temp_outer[points_count-1] = points[points_count-1] + temp_normals[points_count-1]*aa_size;
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temp_inner[points_count-1] = points[points_count-1] - temp_normals[points_count-1]*aa_size;
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}
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for (int i = start; i < count; i++)
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{
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const int ni = (i+1) < points_count ? i+1 : 0;
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const ImVec2& dl0 = temp_normals[i];
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const ImVec2& dl1 = temp_normals[ni];
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ImVec2 dm = (dl0 + dl1) * 0.5f;
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float dmr2 = dm.x*dm.x + dm.y*dm.y;
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if (dmr2 > 0.000001f)
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{
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float scale = 1.0f / dmr2;
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if (scale > 100.0f) scale = 100.0f;
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dm *= scale;
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}
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dm *= aa_size;
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temp_outer[ni] = points[ni] + dm;
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temp_inner[ni] = points[ni] - dm;
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}
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const ImU32 col_trans = col & 0x00ffffff;
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int vertex_count = count*12;
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ReserveVertices(vertex_count);
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// Stroke
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for (int i = 0; i < count; i++)
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{
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const int ni = (i+1) < points_count ? i+1 : 0;
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AddVtx(points[ni], col);
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AddVtx(points[i], col);
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AddVtx(temp_outer[i], col_trans);
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AddVtx(temp_outer[i], col_trans);
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AddVtx(temp_outer[ni], col_trans);
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AddVtx(points[ni], col);
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AddVtx(temp_inner[ni], col_trans);
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AddVtx(temp_inner[i], col_trans);
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AddVtx(points[i], col);
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AddVtx(points[i], col);
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AddVtx(points[ni], col);
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AddVtx(temp_inner[ni], col_trans);
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}
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}
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void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
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{
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if (points_count < 3)
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return;
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const float aa_size = 1.0f;
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temp_inner.resize(points_count);
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temp_outer.resize(points_count);
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temp_normals.resize(points_count);
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for (int i = 0, j = points_count-1; i < points_count; j=i++)
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{
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const ImVec2& v0 = points[j];
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const ImVec2& v1 = points[i];
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ImVec2 diff = v1 - v0;
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float d = ImLengthSqr(diff);
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if (d > 0)
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diff *= 1.0f/sqrtf(d);
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temp_normals[j].x = diff.y;
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temp_normals[j].y = -diff.x;
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}
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for (int i = 0, j = points_count-1; i < points_count; j=i++)
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{
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const ImVec2& dl0 = temp_normals[j];
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const ImVec2& dl1 = temp_normals[i];
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ImVec2 dm = (dl0 + dl1) * 0.5f;
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float dmr2 = dm.x*dm.x + dm.y*dm.y;
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if (dmr2 > 0.000001f)
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{
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float scale = 1.0f / dmr2;
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if (scale > 100.0f) scale = 100.0f;
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dm *= scale;
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}
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dm *= aa_size*0.5f;
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temp_outer[i] = points[i] + dm;
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temp_inner[i] = points[i] - dm;
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}
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const ImU32 col_trans = col & 0x00ffffff;
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int vertex_count = (points_count-2)*3 + points_count*6;
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ReserveVertices(vertex_count);
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// Fill
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for (int i = 2; i < points_count; i++)
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{
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AddVtx(temp_inner[0], col);
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AddVtx(temp_inner[i-1], col);
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AddVtx(temp_inner[i], col);
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}
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// AA fringe
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for (int i = 0, j = points_count-1; i < points_count; j=i++)
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{
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AddVtx(temp_inner[i], col);
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AddVtx(temp_inner[j], col);
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AddVtx(temp_outer[j], col_trans);
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AddVtx(temp_outer[j], col_trans);
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AddVtx(temp_outer[i], col_trans);
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AddVtx(temp_inner[i], col);
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}
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}
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void ImDrawList::ClearPath()
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{
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path.resize(0);
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}
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void ImDrawList::LineTo(const ImVec2& p)
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{
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path.push_back(p);
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}
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void ImDrawList::ArcToFast(const ImVec2& centre, float radius, int amin, int amax)
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{
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static ImVec2 circle_vtx[12];
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static bool circle_vtx_builds = false;
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static const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);
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if (!circle_vtx_builds)
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{
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for (int i = 0; i < circle_vtx_count; i++)
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{
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const float a = ((float)i / (float)circle_vtx_count) * 2*PI;
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circle_vtx[i].x = cosf(a + PI);
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circle_vtx[i].y = sinf(a + PI);
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}
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circle_vtx_builds = true;
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}
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if (amin > amax) return;
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if (radius == 0.0f)
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{
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path.push_back(centre);
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}
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else
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{
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for (int a = amin; a <= amax; a++)
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path.push_back(centre + circle_vtx[a % circle_vtx_count] * radius);
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}
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}
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void ImDrawList::ArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments)
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{
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if (radius == 0.0f)
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{
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path.push_back(centre);
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}
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for (int i = 0; i <= num_segments; i++)
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{
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const float a = amin + ((float)i / (float)num_segments) * (amax - amin);
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path.push_back(centre + ImVec2(cosf(a + PI) * radius, sinf(a + PI) * radius));
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}
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}
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void ImDrawList::Fill(ImU32 col)
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{
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AddConvexPolyFilled(&path[0], path.size(), col);
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ClearPath();
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}
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void ImDrawList::Stroke(ImU32 col, bool closed)
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{
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// Remove duplicates
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AddPolyline(&path[0], path.size(), col, closed);
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ClearPath();
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}
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void ImDrawList::Rect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
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{
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float r = rounding;
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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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if (r == 0.0f || rounding_corners == 0)
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{
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LineTo(ImVec2(a.x,a.y));
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LineTo(ImVec2(b.x,a.y));
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LineTo(ImVec2(b.x,b.y));
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LineTo(ImVec2(a.x,b.y));
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}
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else
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{
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const float r0 = (rounding_corners & 1) ? r : 0.0f;
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const float r1 = (rounding_corners & 2) ? r : 0.0f;
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const float r2 = (rounding_corners & 4) ? r : 0.0f;
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const float r3 = (rounding_corners & 8) ? r : 0.0f;
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ArcToFast(ImVec2(a.x+r0,a.y+r0), r0, 0, 3);
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ArcToFast(ImVec2(b.x-r1,a.y+r1), r1, 3, 6);
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ArcToFast(ImVec2(b.x-r2,b.y-r2), r2, 6, 9);
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ArcToFast(ImVec2(a.x+r3,b.y-r3), r3, 9, 12);
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}
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}
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void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col)
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{
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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);
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}
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void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris, const ImVec2& third_point_offset)
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{
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if ((col >> 24) == 0)
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return;
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static ImVec2 circle_vtx[12];
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static bool circle_vtx_builds = false;
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if (!circle_vtx_builds)
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{
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for (int i = 0; i < IM_ARRAYSIZE(circle_vtx); i++)
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{
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const float a = ((float)i / (float)IM_ARRAYSIZE(circle_vtx)) * 2*PI;
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circle_vtx[i].x = cosf(a + PI);
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circle_vtx[i].y = sinf(a + PI);
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}
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circle_vtx_builds = true;
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}
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if (tris)
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{
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ReserveVertices((unsigned int)(a_max-a_min) * 3);
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for (int a = a_min; a < a_max; a++)
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{
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AddVtx(center + circle_vtx[a % IM_ARRAYSIZE(circle_vtx)] * rad, col);
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AddVtx(center + circle_vtx[(a+1) % IM_ARRAYSIZE(circle_vtx)] * rad, col);
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AddVtx(center + third_point_offset, 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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for (int a = a_min; a < a_max; a++)
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AddVtxLine(center + circle_vtx[a % IM_ARRAYSIZE(circle_vtx)] * rad, center + circle_vtx[(a+1) % IM_ARRAYSIZE(circle_vtx)] * rad, col);
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}
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LineTo(a);
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LineTo(b);
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Stroke(col);
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}
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void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
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{
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if ((col >> 24) == 0)
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return;
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float r = rounding;
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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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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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}
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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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if (rounding_corners & 1) AddArc(ImVec2(a.x+r,a.y+r), r, col, 0, 3);
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if (rounding_corners & 2) AddArc(ImVec2(b.x-r,a.y+r), r, col, 3, 6);
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if (rounding_corners & 4) AddArc(ImVec2(b.x-r,b.y-r), r, col, 6, 9);
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if (rounding_corners & 8) AddArc(ImVec2(a.x+r,b.y-r), r, col, 9, 12);
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}
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Rect(a, b, rounding, rounding_corners);
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Stroke(col, true);
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}
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void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
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{
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if ((col >> 24) == 0)
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return;
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float r = rounding;
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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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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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}
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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);
|
||||
|
||||
float top_y = (rounding_corners & 1) ? a.y+r : a.y;
|
||||
float bot_y = (rounding_corners & 8) ? b.y-r : b.y;
|
||||
AddVtx(ImVec2(a.x,top_y), col);
|
||||
AddVtx(ImVec2(a.x+r,top_y), col);
|
||||
AddVtx(ImVec2(a.x+r,bot_y), col);
|
||||
AddVtx(ImVec2(a.x,top_y), col);
|
||||
AddVtx(ImVec2(a.x+r,bot_y), col);
|
||||
AddVtx(ImVec2(a.x,bot_y), col);
|
||||
|
||||
top_y = (rounding_corners & 2) ? a.y+r : a.y;
|
||||
bot_y = (rounding_corners & 4) ? b.y-r : b.y;
|
||||
AddVtx(ImVec2(b.x-r,top_y), col);
|
||||
AddVtx(ImVec2(b.x,top_y), col);
|
||||
AddVtx(ImVec2(b.x,bot_y), col);
|
||||
AddVtx(ImVec2(b.x-r,top_y), col);
|
||||
AddVtx(ImVec2(b.x,bot_y), col);
|
||||
AddVtx(ImVec2(b.x-r,bot_y), col);
|
||||
|
||||
if (rounding_corners & 1) AddArc(ImVec2(a.x+r,a.y+r), r, col, 0, 3, true);
|
||||
if (rounding_corners & 2) AddArc(ImVec2(b.x-r,a.y+r), r, col, 3, 6, true);
|
||||
if (rounding_corners & 4) AddArc(ImVec2(b.x-r,b.y-r), r, col, 6, 9, true);
|
||||
if (rounding_corners & 8) AddArc(ImVec2(a.x+r,b.y-r), r, col, 9, 12,true);
|
||||
}
|
||||
Rect(a, b, rounding, rounding_corners);
|
||||
Fill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
ReserveVertices(3);
|
||||
AddVtx(a, col);
|
||||
AddVtx(b, col);
|
||||
AddVtx(c, col);
|
||||
LineTo(a);
|
||||
LineTo(b);
|
||||
LineTo(c);
|
||||
Fill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
ReserveVertices((unsigned int)num_segments*6);
|
||||
const float a_step = 2*PI/(float)num_segments;
|
||||
float a0 = 0.0f;
|
||||
for (int i = 0; i < num_segments; i++)
|
||||
{
|
||||
const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
|
||||
AddVtxLine(centre + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
|
||||
a0 = a1;
|
||||
}
|
||||
ArcTo(centre, radius, 0.0f, PI*2, num_segments);
|
||||
Stroke(col, true);
|
||||
}
|
||||
|
||||
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
|
||||
{
|
||||
if ((col >> 24) == 0)
|
||||
return;
|
||||
|
||||
ReserveVertices((unsigned int)num_segments*3);
|
||||
const float a_step = 2*PI/(float)num_segments;
|
||||
float a0 = 0.0f;
|
||||
for (int i = 0; i < num_segments; i++)
|
||||
{
|
||||
const float a1 = (i + 1) == num_segments ? 0.0f : a0 + a_step;
|
||||
AddVtx(centre + ImVec2(cosf(a0), sinf(a0))*radius, col);
|
||||
AddVtx(centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
|
||||
AddVtx(centre, col);
|
||||
a0 = a1;
|
||||
}
|
||||
ArcTo(centre, radius, 0.0f, PI*2, num_segments);
|
||||
Fill(col);
|
||||
}
|
||||
|
||||
void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width, const ImVec2* cpu_clip_max)
|
||||
|
15
imgui.h
15
imgui.h
@ -831,6 +831,7 @@ struct ImDrawList
|
||||
ImVector<ImVec4> clip_rect_stack; // [Internal]
|
||||
ImVector<ImTextureID> texture_id_stack; // [Internal]
|
||||
ImDrawVert* vtx_write; // [Internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
|
||||
ImVector<ImVec2> path; // [Internal]
|
||||
|
||||
ImDrawList() { Clear(); }
|
||||
IMGUI_API void Clear();
|
||||
@ -839,16 +840,26 @@ struct ImDrawList
|
||||
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
|
||||
IMGUI_API void PopTextureID();
|
||||
|
||||
// Primitives
|
||||
// Stateful path API (finish with Fill or Stroke)
|
||||
IMGUI_API void ClearPath();
|
||||
IMGUI_API void LineTo(const ImVec2& p);
|
||||
IMGUI_API void ArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);
|
||||
IMGUI_API void ArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12);
|
||||
IMGUI_API void Rect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
|
||||
IMGUI_API void Fill(ImU32 col);
|
||||
IMGUI_API void Stroke(ImU32 col, bool closed = false);
|
||||
|
||||
// Primitives
|
||||
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col);
|
||||
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);
|
||||
IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
|
||||
IMGUI_API void AddText(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 ImVec2* cpu_clip_max = NULL);
|
||||
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col = 0xFFFFFFFF);
|
||||
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed);
|
||||
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col);
|
||||
|
||||
// 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.
|
||||
|
Loading…
Reference in New Issue
Block a user