First pass on AA rendered primitives

This commit is contained in:
Mikko Mononen 2015-01-06 19:05:24 +02:00
parent 54ea495207
commit d9757bb583
2 changed files with 285 additions and 182 deletions

444
imgui.cpp
View File

@ -1796,8 +1796,16 @@ static void RenderCollapseTriangle(ImVec2 p_min, bool open, float scale, bool sh
} }
if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0) if (shadow && (window->Flags & ImGuiWindowFlags_ShowBorders) != 0)
window->DrawList->AddTriangleFilled(a+ImVec2(2,2), b+ImVec2(2,2), c+ImVec2(2,2), window->Color(ImGuiCol_BorderShadow)); {
window->DrawList->AddTriangleFilled(a, b, c, window->Color(ImGuiCol_Border)); window->DrawList->LineTo(a + ImVec2(2,2));
window->DrawList->LineTo(b + ImVec2(2,2));
window->DrawList->LineTo(c + ImVec2(2,2));
window->DrawList->Fill(window->Color(ImGuiCol_BorderShadow));
}
window->DrawList->LineTo(a);
window->DrawList->LineTo(b);
window->DrawList->LineTo(c);
window->DrawList->Fill(window->Color(ImGuiCol_Border));
} }
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker. // Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
@ -2366,17 +2374,10 @@ bool ImGui::Begin(const char* name, bool* open, ImVec2 size, float fill_alpha, I
{ {
const float r = style.WindowRounding; const float r = style.WindowRounding;
const ImVec2 br = window->Aabb().GetBR(); const ImVec2 br = window->Aabb().GetBR();
if (r == 0.0f) window->DrawList->LineTo(br + ImVec2(-2*r,0));
{ window->DrawList->LineTo(br + ImVec2(0,-2*r));
window->DrawList->AddTriangleFilled(br, br-ImVec2(0,14), br-ImVec2(14,0), resize_col); window->DrawList->ArcToFast(ImVec2(br.x-r,br.y-r), r, 6, 9);
} window->DrawList->Fill(resize_col);
else
{
// FIXME: We should draw 4 triangles and decide on a size that's not dependant on the rounding size (previously used 18)
window->DrawList->AddArc(br - ImVec2(r,r), r, resize_col, 6, 9, true);
window->DrawList->AddTriangleFilled(br+ImVec2(0,-2*r),br+ImVec2(0,-r),br+ImVec2(-r,-r), resize_col);
window->DrawList->AddTriangleFilled(br+ImVec2(-r,-r), br+ImVec2(-r,0),br+ImVec2(-2*r,0), resize_col);
}
} }
} }
@ -5455,203 +5456,290 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
vtx_write++; vtx_write++;
} }
void ImDrawList::AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col) void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32 col, bool closed)
{ {
const float offset = GImGui.IO.PixelCenterOffset; if (points_count < 2)
const ImVec2 hn = (b - a) * (0.50f / ImLength(b - a)); // half normal return;
const ImVec2 hp0 = ImVec2(offset + hn.y, offset - hn.x); // half perpendiculars + user offset
const ImVec2 hp1 = ImVec2(offset - hn.y, offset + hn.x);
// Two triangles makes up one line. Using triangles allows us to reduce amount of draw calls. const float aa_size = 1.0f;
AddVtx(a + hp0, col);
AddVtx(b + hp0, col); temp_inner.resize(points_count);
AddVtx(a + hp1, col); temp_outer.resize(points_count);
AddVtx(b + hp0, col); temp_normals.resize(points_count);
AddVtx(b + hp1, col);
AddVtx(a + hp1, col); int start = 0, count = points_count;
if (!closed)
{
start = 1;
count = points_count-1;
}
for (int i = 0; i < count; i++)
{
const int ni = (i+1) < points_count ? i+1 : 0;
const ImVec2& v0 = points[i];
const ImVec2& v1 = points[ni];
ImVec2 diff = v1 - v0;
float d = ImLength(diff);
if (d > 0)
diff *= 1.0f/d;
temp_normals[i].x = diff.y;
temp_normals[i].y = -diff.x;
}
if (!closed)
{
temp_normals[points_count-1] = temp_normals[points_count-2];
temp_outer[0] = points[0] + temp_normals[0]*aa_size;
temp_inner[0] = points[0] - temp_normals[0]*aa_size;
temp_outer[points_count-1] = points[points_count-1] + temp_normals[points_count-1]*aa_size;
temp_inner[points_count-1] = points[points_count-1] - temp_normals[points_count-1]*aa_size;
}
for (int i = start; i < count; i++)
{
const int ni = (i+1) < points_count ? i+1 : 0;
const ImVec2& dl0 = temp_normals[i];
const ImVec2& dl1 = temp_normals[ni];
ImVec2 dm = (dl0 + dl1) * 0.5f;
float dmr2 = dm.x*dm.x + dm.y*dm.y;
if (dmr2 > 0.000001f)
{
float scale = 1.0f / dmr2;
if (scale > 100.0f) scale = 100.0f;
dm *= scale;
}
dm *= aa_size;
temp_outer[ni] = points[ni] + dm;
temp_inner[ni] = points[ni] - dm;
}
if (!closed)
{
}
const ImU32 col_trans = col & 0x00ffffff;
int vertex_count = count*12;
ReserveVertices(vertex_count);
// Stroke
for (int i = 0; i < count; i++)
{
const int ni = (i+1) < points_count ? i+1 : 0;
AddVtx(points[ni], col);
AddVtx(points[i], col);
AddVtx(temp_outer[i], col_trans);
AddVtx(temp_outer[i], col_trans);
AddVtx(temp_outer[ni], col_trans);
AddVtx(points[ni], col);
AddVtx(temp_inner[ni], col_trans);
AddVtx(temp_inner[i], col_trans);
AddVtx(points[i], col);
AddVtx(points[i], col);
AddVtx(points[ni], col);
AddVtx(temp_inner[ni], col_trans);
}
}
void ImDrawList::AddConvexPolyFilled(const ImVec2* points, const int points_count, ImU32 col)
{
if (points_count < 3)
return;
const float aa_size = 1.0f;
temp_inner.resize(points_count);
temp_outer.resize(points_count);
temp_normals.resize(points_count);
for (int i = 0, j = points_count-1; i < points_count; j=i++)
{
const ImVec2& v0 = points[j];
const ImVec2& v1 = points[i];
ImVec2 diff = v1 - v0;
float d = ImLength(diff);
if (d > 0)
diff *= 1.0f/d;
temp_normals[j].x = diff.y;
temp_normals[j].y = -diff.x;
}
for (int i = 0, j = points_count-1; i < points_count; j=i++)
{
const ImVec2& dl0 = temp_normals[j];
const ImVec2& dl1 = temp_normals[i];
ImVec2 dm = (dl0 + dl1) * 0.5f;
float dmr2 = dm.x*dm.x + dm.y*dm.y;
if (dmr2 > 0.000001f)
{
float scale = 1.0f / dmr2;
if (scale > 100.0f) scale = 100.0f;
dm *= scale;
}
dm *= aa_size*0.5f;
temp_outer[i] = points[i] + dm;
temp_inner[i] = points[i] - dm;
}
const ImU32 col_trans = col & 0x00ffffff;
int vertex_count = (points_count-2)*3 + points_count*6;
ReserveVertices(vertex_count);
// Fill
for (int i = 2; i < points_count; i++)
{
AddVtx(temp_inner[0], col);
AddVtx(temp_inner[i-1], col);
AddVtx(temp_inner[i], col);
}
// AA fringe
for (int i = 0, j = points_count-1; i < points_count; j=i++)
{
AddVtx(temp_inner[i], col);
AddVtx(temp_inner[j], col);
AddVtx(temp_outer[j], col_trans);
AddVtx(temp_outer[j], col_trans);
AddVtx(temp_outer[i], col_trans);
AddVtx(temp_inner[i], col);
}
}
void ImDrawList::ClearPath()
{
path.resize(0);
}
void ImDrawList::LineTo(const ImVec2& p)
{
path.push_back(p);
}
void ImDrawList::ArcToFast(const ImVec2& centre, float radius, int amin, int amax)
{
static ImVec2 circle_vtx[12];
static bool circle_vtx_builds = false;
static const int circle_vtx_count = IM_ARRAYSIZE(circle_vtx);
if (!circle_vtx_builds)
{
for (int i = 0; i < circle_vtx_count; i++)
{
const float a = ((float)i / (float)circle_vtx_count) * 2*PI;
circle_vtx[i].x = cosf(a + PI);
circle_vtx[i].y = sinf(a + PI);
}
circle_vtx_builds = true;
}
if (amin > amax) return;
if (radius == 0.0f)
{
path.push_back(centre);
}
else
{
for (int a = amin; a <= amax; a++)
path.push_back(centre + circle_vtx[a % circle_vtx_count] * radius);
}
}
void ImDrawList::ArcTo(const ImVec2& centre, float radius, float amin, float amax, int num_segments)
{
if (radius == 0.0f)
{
path.push_back(centre);
}
for (int i = 0; i <= num_segments; i++)
{
const float a = amin + ((float)i / (float)num_segments) * (amax - amin);
path.push_back(centre + ImVec2(cosf(a + PI) * radius, sinf(a + PI) * radius));
}
}
void ImDrawList::Fill(ImU32 col)
{
AddConvexPolyFilled(&path[0], path.size(), col);
ClearPath();
}
void ImDrawList::Stroke(ImU32 col, bool closed)
{
// Remove duplicates
AddPolyline(&path[0], path.size(), col, closed);
ClearPath();
}
void ImDrawList::Rect(const ImVec2& a, const ImVec2& b, float rounding, int rounding_corners)
{
float r = rounding;
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ));
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ));
if (r == 0.0f || rounding_corners == 0)
{
LineTo(ImVec2(a.x,a.y));
LineTo(ImVec2(b.x,a.y));
LineTo(ImVec2(b.x,b.y));
LineTo(ImVec2(a.x,b.y));
}
else
{
const float r0 = (rounding_corners & 1) ? r : 0.0f;
const float r1 = (rounding_corners & 2) ? r : 0.0f;
const float r2 = (rounding_corners & 4) ? r : 0.0f;
const float r3 = (rounding_corners & 8) ? r : 0.0f;
ArcToFast(ImVec2(a.x+r0,a.y+r0), r0, 0, 3);
ArcToFast(ImVec2(b.x-r1,a.y+r1), r1, 3, 6);
ArcToFast(ImVec2(b.x-r2,b.y-r2), r2, 6, 9);
ArcToFast(ImVec2(a.x+r3,b.y-r3), r3, 9, 12);
}
} }
void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col) void ImDrawList::AddLine(const ImVec2& a, const ImVec2& b, ImU32 col)
{ {
if ((col >> 24) == 0) if ((col >> 24) == 0)
return; return;
LineTo(a);
ReserveVertices(6); LineTo(b);
AddVtxLine(a, b, col); Stroke(col);
}
void ImDrawList::AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris, const ImVec2& third_point_offset)
{
if ((col >> 24) == 0)
return;
static ImVec2 circle_vtx[12];
static bool circle_vtx_builds = false;
if (!circle_vtx_builds)
{
for (int i = 0; i < IM_ARRAYSIZE(circle_vtx); i++)
{
const float a = ((float)i / (float)IM_ARRAYSIZE(circle_vtx)) * 2*PI;
circle_vtx[i].x = cosf(a + PI);
circle_vtx[i].y = sinf(a + PI);
}
circle_vtx_builds = true;
}
if (tris)
{
ReserveVertices((unsigned int)(a_max-a_min) * 3);
for (int a = a_min; a < a_max; a++)
{
AddVtx(center + circle_vtx[a % IM_ARRAYSIZE(circle_vtx)] * rad, col);
AddVtx(center + circle_vtx[(a+1) % IM_ARRAYSIZE(circle_vtx)] * rad, col);
AddVtx(center + third_point_offset, col);
}
}
else
{
ReserveVertices((unsigned int)(a_max-a_min) * 6);
for (int a = a_min; a < a_max; a++)
AddVtxLine(center + circle_vtx[a % IM_ARRAYSIZE(circle_vtx)] * rad, center + circle_vtx[(a+1) % IM_ARRAYSIZE(circle_vtx)] * rad, col);
}
} }
void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners) void ImDrawList::AddRect(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
{ {
if ((col >> 24) == 0) if ((col >> 24) == 0)
return; return;
Rect(a, b, rounding, rounding_corners);
float r = rounding; Stroke(col, true);
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ));
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ));
if (r == 0.0f || rounding_corners == 0)
{
ReserveVertices(4*6);
AddVtxLine(ImVec2(a.x,a.y), ImVec2(b.x,a.y), col);
AddVtxLine(ImVec2(b.x,a.y), ImVec2(b.x,b.y), col);
AddVtxLine(ImVec2(b.x,b.y), ImVec2(a.x,b.y), col);
AddVtxLine(ImVec2(a.x,b.y), ImVec2(a.x,a.y), col);
}
else
{
ReserveVertices(4*6);
AddVtxLine(ImVec2(a.x + ((rounding_corners & 1)?r:0), a.y), ImVec2(b.x - ((rounding_corners & 2)?r:0), a.y), col);
AddVtxLine(ImVec2(b.x, a.y + ((rounding_corners & 2)?r:0)), ImVec2(b.x, b.y - ((rounding_corners & 4)?r:0)), col);
AddVtxLine(ImVec2(b.x - ((rounding_corners & 4)?r:0), b.y), ImVec2(a.x + ((rounding_corners & 8)?r:0), b.y), col);
AddVtxLine(ImVec2(a.x, b.y - ((rounding_corners & 8)?r:0)), ImVec2(a.x, a.y + ((rounding_corners & 1)?r:0)), col);
if (rounding_corners & 1) AddArc(ImVec2(a.x+r,a.y+r), r, col, 0, 3);
if (rounding_corners & 2) AddArc(ImVec2(b.x-r,a.y+r), r, col, 3, 6);
if (rounding_corners & 4) AddArc(ImVec2(b.x-r,b.y-r), r, col, 6, 9);
if (rounding_corners & 8) AddArc(ImVec2(a.x+r,b.y-r), r, col, 9, 12);
}
} }
void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners) void ImDrawList::AddRectFilled(const ImVec2& a, const ImVec2& b, ImU32 col, float rounding, int rounding_corners)
{ {
if ((col >> 24) == 0) if ((col >> 24) == 0)
return; return;
Rect(a, b, rounding, rounding_corners);
float r = rounding; Fill(col);
r = ImMin(r, fabsf(b.x-a.x) * ( ((rounding_corners&(1|2))==(1|2)) || ((rounding_corners&(4|8))==(4|8)) ? 0.5f : 1.0f ));
r = ImMin(r, fabsf(b.y-a.y) * ( ((rounding_corners&(1|8))==(1|8)) || ((rounding_corners&(2|4))==(2|4)) ? 0.5f : 1.0f ));
if (r == 0.0f || rounding_corners == 0)
{
// Use triangle so we can merge more draw calls together (at the cost of extra vertices)
ReserveVertices(6);
AddVtx(ImVec2(a.x,a.y), col);
AddVtx(ImVec2(b.x,a.y), col);
AddVtx(ImVec2(b.x,b.y), col);
AddVtx(ImVec2(a.x,a.y), col);
AddVtx(ImVec2(b.x,b.y), col);
AddVtx(ImVec2(a.x,b.y), col);
}
else
{
ReserveVertices(6+6*2);
AddVtx(ImVec2(a.x+r,a.y), col);
AddVtx(ImVec2(b.x-r,a.y), col);
AddVtx(ImVec2(b.x-r,b.y), col);
AddVtx(ImVec2(a.x+r,a.y), col);
AddVtx(ImVec2(b.x-r,b.y), col);
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);
}
}
void ImDrawList::AddTriangleFilled(const ImVec2& a, const ImVec2& b, const ImVec2& c, ImU32 col)
{
if ((col >> 24) == 0)
return;
const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset);
ReserveVertices(3);
AddVtx(a + offset, col);
AddVtx(b + offset, col);
AddVtx(c + offset, col);
} }
void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments) void ImDrawList::AddCircle(const ImVec2& centre, float radius, ImU32 col, int num_segments)
{ {
if ((col >> 24) == 0) if ((col >> 24) == 0)
return; return;
ArcTo(centre, radius, 0.0f, PI*2, num_segments);
const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset); Stroke(col, true);
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 + offset + ImVec2(cosf(a0), sinf(a0))*radius, centre + ImVec2(cosf(a1), sinf(a1))*radius, col);
a0 = a1;
}
} }
void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments) void ImDrawList::AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments)
{ {
if ((col >> 24) == 0) if ((col >> 24) == 0)
return; return;
ArcTo(centre, radius, 0.0f, PI*2, num_segments);
const ImVec2 offset(GImGui.IO.PixelCenterOffset,GImGui.IO.PixelCenterOffset); Fill(col);
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 + offset + ImVec2(cosf(a0), sinf(a0))*radius, col);
AddVtx(centre + offset + ImVec2(cosf(a1), sinf(a1))*radius, col);
AddVtx(centre + offset, col);
a0 = a1;
}
} }
void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width) void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end, float wrap_width)

23
imgui.h
View File

@ -665,6 +665,11 @@ struct ImDrawList
ImVector<ImVec4> clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on) ImVector<ImVec4> clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on)
ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
ImVector<ImVec2> path;
ImVector<ImVec2> temp_inner;
ImVector<ImVec2> temp_outer;
ImVector<ImVec2> temp_normals;
ImDrawList() { Clear(); } ImDrawList() { Clear(); }
IMGUI_API void Clear(); IMGUI_API void Clear();
@ -672,16 +677,26 @@ struct ImDrawList
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
IMGUI_API void ReserveVertices(unsigned int vtx_count); IMGUI_API void ReserveVertices(unsigned int vtx_count);
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col); IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
// Primitives IMGUI_API void AddPolyline(const ImVec2* points, const int npoints, ImU32 col, bool closed);
IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int npoints, ImU32 col);
// Path API
IMGUI_API void ClearPath();
IMGUI_API void LineTo(const ImVec2& p);
IMGUI_API void ArcToFast(const ImVec2& centre, float radius, int amin, int amax);
IMGUI_API void ArcTo(const ImVec2& centre, float radius, float amin, float amax, 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 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 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 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 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 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); 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);
}; };