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Lines Matching refs:ImDrawList

49   - How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
279 const ImDrawList* cmd_list = draw_data->CmdLists[n];
418 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
419 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
457 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
475 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
481 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
488 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
495 old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
498 ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
500 - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
514 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
570 - You may use functions such as ImGui::Image(), ImGui::ImageButton() or lower-level ImDrawList::AddImage() to emit draw calls that will use your own textures.
577 At the end of the frame those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code
599 (Advanced users may also decide to keep a low-level type in ImTextureID, and use ImDrawList callback and pass information to their renderer)
652 Finally, you may call ImGui::ShowMetricsWindow() to explore/visualize/understand how the ImDrawList are generated.
872 Q: How can I use the drawing facilities without an ImGui window? (using ImDrawList API)
875 Then you can retrieve the ImDrawList* via GetWindowDrawList() and draw to it in any way you like.
877 - You can create your own ImDrawList instance. You'll need to initialize them ImGui::GetDrawListSharedData(), or create
878 your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data.
999 static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
2284 // RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
2329 void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3069 static ImDrawList* GetOverlayDrawList(ImGuiWindow*)
3075 ImDrawList* ImGui::GetOverlayDrawList()
3654 static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
3673 // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
3675 // A) Make sure you are coarse clipping, because ImDrawList let all your vertices pass. You can use the Metrics window to inspect draw list contents.
3682 IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
3687 static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWindow* window)
3718 ImVector<ImDrawList*>& layer = Layers[layer_n];
3721 memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
3727 static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data)
3860 // Gather ImDrawList to render (for each active window)
6296 ImDrawList* ImGui::GetWindowDrawList()
7225 ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
7237 ImDrawList* draw_list = ImGui::GetOverlayDrawList(window);
9301 static void NodeDrawList(ImGuiWindow* window, ImDrawList* draw_list, const char* label)
9312 ImDrawList* overlay_draw_list = GetOverlayDrawList(window); // Render additional visuals into the top-most draw list
9501 ImDrawList* overlay_draw_list = GetOverlayDrawList(window);