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ImDrawList: Separating PrimXXX sections from more internals helper in the header file.
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19
imgui.h
19
imgui.h
@ -2057,19 +2057,22 @@ struct ImDrawList
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inline void ChannelsMerge() { _Splitter.Merge(this); }
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inline void ChannelsSetCurrent(int n) { _Splitter.SetCurrentChannel(this, n); }
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// [Internal helpers]
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// NB: all primitives needs to be reserved via PrimReserve() beforehand!
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IMGUI_API void ResetForNewFrame();
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IMGUI_API void ClearFreeMemory();
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IMGUI_API void PopUnusedDrawCmd();
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// Advanced: Primitives allocations
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// - We render triangles (three vertices)
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// - All primitives needs to be reserved via PrimReserve() beforehand.
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IMGUI_API void PrimReserve(int idx_count, int vtx_count);
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IMGUI_API void PrimUnreserve(int idx_count, int vtx_count);
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IMGUI_API void PrimRect(const ImVec2& a, const ImVec2& b, ImU32 col); // Axis aligned rectangle (composed of two triangles)
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IMGUI_API void PrimRectUV(const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col);
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IMGUI_API void PrimQuadUV(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a, const ImVec2& uv_b, const ImVec2& uv_c, const ImVec2& uv_d, ImU32 col);
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inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col){ _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
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inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
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inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
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inline void PrimWriteVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { _VtxWritePtr->pos = pos; _VtxWritePtr->uv = uv; _VtxWritePtr->col = col; _VtxWritePtr++; _VtxCurrentIdx++; }
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inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
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inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
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// [Internal helpers]
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IMGUI_API void ResetForNewFrame();
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IMGUI_API void ClearFreeMemory();
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IMGUI_API void PopUnusedDrawCmd();
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IMGUI_API void UpdateClipRect();
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IMGUI_API void UpdateTextureID();
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};
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