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mirror of https://github.com/ocornut/imgui.git synced 2024-11-24 07:40:22 +01:00

AA branch: more inline.

This commit is contained in:
ocornut 2015-06-30 12:55:14 -06:00
parent 077285ae57
commit c3040dee35
2 changed files with 9 additions and 19 deletions

View File

@ -9202,16 +9202,6 @@ void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_coun
} }
} }
void ImDrawList::PathClear()
{
path.resize(0);
}
void ImDrawList::PathLineTo(const ImVec2& p)
{
path.push_back(p);
}
void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int amax) void ImDrawList::PathArcToFast(const ImVec2& centre, float radius, int amin, int amax)
{ {
static ImVec2 circle_vtx[12]; static ImVec2 circle_vtx[12];

18
imgui.h
View File

@ -1036,15 +1036,6 @@ struct ImDrawList
IMGUI_API void PushTextureID(const ImTextureID& texture_id); IMGUI_API void PushTextureID(const ImTextureID& texture_id);
IMGUI_API void PopTextureID(); IMGUI_API void PopTextureID();
// Stateful path API (finish with Fill or Stroke)
IMGUI_API void PathClear();
IMGUI_API void PathLineTo(const ImVec2& p);
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12);
IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
inline void PathFill(ImU32 col) { AddConvexPolyFilled(&path[0], (int)path.size(), col); PathClear(); }
inline void PathStroke(ImU32 col, float thickness, bool closed) { AddPolyline(&path[0], (int)path.size(), col, thickness, closed); PathClear(); }
// Primitives // Primitives
IMGUI_API void AddLine(const ImVec2& a, const ImVec2& b, ImU32 col, float thickness = 1.0f); 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 AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding = 0.0f, int rounding_corners = 0x0F);
@ -1057,6 +1048,15 @@ struct ImDrawList
IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, float thickness, bool closed); IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, float thickness, bool closed);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col); IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col);
// Stateful path API, add points finish with PathFill() or PathStroke(). Only convex shapes supported.
inline void PathClear() { path.resize(0); }
inline void PathLineTo(const ImVec2& p) { path.push_back(p); }
IMGUI_API void PathArcToFast(const ImVec2& centre, float radius, int a_min, int a_max);
IMGUI_API void PathArcTo(const ImVec2& centre, float radius, float a_min, float a_max, int num_segments = 12);
IMGUI_API void PathRect(const ImVec2& a, const ImVec2& b, float rounding = 0.0f, int rounding_corners = 0x0F);
inline void PathFill(ImU32 col) { AddConvexPolyFilled(&path[0], (int)path.size(), col); PathClear(); }
inline void PathStroke(ImU32 col, float thickness, bool closed) { AddPolyline(&path[0], (int)path.size(), col, thickness, closed); PathClear(); }
// Advanced // 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 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 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