public final class ImDrawList extends ImGuiStruct
ptr
Constructor and Description |
---|
ImDrawList(long ptr) |
Modifier and Type | Method and Description |
---|---|
void |
addBezierCubic(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
int col,
float thickness)
Cubic Bezier (4 control points)
|
void |
addBezierCubic(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
int col,
float thickness,
int numSegments)
Cubic Bezier (4 control points)
|
void |
addBezierQuadratic(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
int col,
float thickness)
Quadratic Bezier (3 control points)
|
void |
addBezierQuadratic(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
int col,
float thickness,
int numSegments)
Quadratic Bezier (3 control points)
|
void |
addCircle(float centreX,
float centreY,
float radius,
int col) |
void |
addCircle(float centreX,
float centreY,
float radius,
int col,
int numSegments) |
void |
addCircle(float centreX,
float centreY,
float radius,
int col,
int numSegments,
float thickness) |
void |
addCircleFilled(float centreX,
float centreY,
float radius,
int col) |
void |
addCircleFilled(float centreX,
float centreY,
float radius,
int col,
int numSegments) |
void |
addConvexPolyFilled(ImVec2[] points,
int numPoints,
int col) |
void |
addImage(int textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY) |
void |
addImage(int textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY) |
void |
addImage(int textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY) |
void |
addImage(int textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY,
int col) |
void |
addImageQuad(int textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y) |
void |
addImageQuad(int textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
float uv1X,
float uv1Y) |
void |
addImageQuad(int textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
float uv1X,
float uv1Y,
float uv2X,
float uv2Y) |
void |
addImageQuad(int textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
float uv1X,
float uv1Y,
float uv2X,
float uv2Y,
float uv3X,
float uv3Y) |
void |
addImageQuad(int textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
float uv1X,
float uv1Y,
float uv2X,
float uv2Y,
float uv3X,
float uv3Y,
float uv4X,
float uv4Y) |
void |
addImageQuad(int textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
float uv1X,
float uv1Y,
float uv2X,
float uv2Y,
float uv3X,
float uv3Y,
float uv4X,
float uv4Y,
int col) |
void |
addImageRounded(int textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY,
int col,
float rounding) |
void |
addImageRounded(int textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY,
int col,
float rounding,
int imDrawFlags) |
void |
addImDrawListFlags(int flags)
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
void |
addLine(float p1X,
float p1Y,
float p2X,
float p2Y,
int col) |
void |
addLine(float p1X,
float p1Y,
float p2X,
float p2Y,
int col,
float thickness) |
void |
addNgon(float centreX,
float centreY,
float radius,
int col,
int numSegments) |
void |
addNgon(float centreX,
float centreY,
float radius,
int col,
int numSegments,
float thickness) |
void |
addNgonFilled(float centreX,
float centreY,
float radius,
int col,
int numSegments) |
void |
addPolyline(ImVec2[] points,
int numPoints,
int col,
int imDrawFlags,
float thickness) |
void |
addQuad(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
int col) |
void |
addQuad(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
int col,
float thickness) |
void |
addQuadFilled(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
int col) |
void |
addRect(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col) |
void |
addRect(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
float rounding) |
void |
addRect(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
float rounding,
int imDrawFlags) |
void |
addRect(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
float rounding,
int imDrawFlags,
float thickness) |
void |
addRectFilled(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col) |
void |
addRectFilled(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
float rounding) |
void |
addRectFilled(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
float rounding,
int imDrawFlags) |
void |
addRectFilledMultiColor(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
long colUprLeft,
long colUprRight,
long colBotRight,
long colBotLeft) |
void |
addText(float posX,
float posY,
int col,
java.lang.String text) |
void |
addText(ImFont imFont,
float fontSize,
float posX,
float posY,
int col,
java.lang.String text) |
void |
addText(ImFont imFont,
float fontSize,
float posX,
float posY,
int col,
java.lang.String text,
float wrapWidth) |
void |
addText(ImFont imFont,
float fontSize,
float posX,
float posY,
int col,
java.lang.String text,
float wrapWidth,
float cpuFineClipRectX,
float cpuFineClipRectY,
float cpuFineClipRectZ,
float cpuFineClipRectV) |
void |
addTriangle(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
int col) |
void |
addTriangle(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
int col,
float thickness) |
void |
addTriangleFilled(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
int col) |
void |
channelsMerge() |
void |
channelsSetCurrent(int n) |
void |
channelsSplit(int count) |
ImVec2 |
getClipRectMax() |
void |
getClipRectMax(ImVec2 dstImVec2) |
float |
getClipRectMaxX() |
float |
getClipRectMaxY() |
ImVec2 |
getClipRectMin() |
void |
getClipRectMin(ImVec2 dstImVec2) |
float |
getClipRectMinX() |
float |
getClipRectMinY() |
int |
getImDrawListFlags()
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
boolean |
hasImDrawListFlags(int flags)
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
void |
pathArcTo(float centerX,
float centerY,
float radius,
float aMin,
float aMax) |
void |
pathArcTo(float centerX,
float centerY,
float radius,
float aMin,
float aMax,
int numSegments) |
void |
pathArcToFast(float centerX,
float centerY,
float radius,
int aMinOf12,
int aMaxOf12)
Use precomputed angles for a 12 steps circle
|
void |
pathBezierCubicCurveTo(float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y)
Cubic Bezier (4 control points)
|
void |
pathBezierCubicCurveTo(float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
int numSegments)
Cubic Bezier (4 control points)
|
void |
pathBezierQuadraticCurveTo(float p2X,
float p2Y,
float p3X,
float p3Y)
Quadratic Bezier (3 control points)
|
void |
pathBezierQuadraticCurveTo(float p2X,
float p2Y,
float p3X,
float p3Y,
int numSegments)
Quadratic Bezier (3 control points)
|
void |
pathClear() |
void |
pathFillConvex(int col) |
void |
pathLineTo(float posX,
float posY) |
void |
pathLineToMergeDuplicate(float posX,
float posY) |
void |
pathRect(float rectMinX,
float rectMinY,
float rectMaxX,
float rectMaxY) |
void |
pathRect(float rectMinX,
float rectMinY,
float rectMaxX,
float rectMaxY,
float rounding) |
void |
pathRect(float rectMinX,
float rectMinY,
float rectMaxX,
float rectMaxY,
float rounding,
int imDrawFlags) |
void |
pathStroke(int col,
int imDrawFlags) |
void |
pathStroke(int col,
int imDrawFlags,
float thickness) |
void |
popClipRect() |
void |
popTextureId() |
void |
primQuadUV(float ax,
float ay,
float bx,
float by,
float cx,
float cy,
float dx,
float dy,
float uvAx,
float uvAy,
float uvBx,
float uvBy,
float uvCx,
float uvCy,
float uvDx,
float uvDy,
int col) |
void |
primRect(float ax,
float ay,
float bx,
float by,
int col) |
void |
primRectUV(float ax,
float ay,
float bx,
float by,
float uvAx,
float uvAy,
float uvBx,
float uvBy,
int col) |
void |
primReserve(int idxCount,
int vtxCount) |
void |
primUnreserve(int idxCount,
int vtxCount) |
void |
primVtx(float posX,
float posY,
float uvX,
float uvY,
int col) |
void |
primWriteVtx(float posX,
float posY,
float uvX,
float uvY,
int col) |
void |
pushClipRect(float clipRectMinX,
float clipRectMinY,
float clipRectMaxX,
float clipRectMaxY)
Render-level scissoring.
|
void |
pushClipRect(float clipRectMinX,
float clipRectMinY,
float clipRectMaxX,
float clipRectMaxY,
boolean intersectWithCurrentClipRect)
Render-level scissoring.
|
void |
pushClipRectFullScreen() |
void |
pushTextureId(int textureId) |
void |
removeImDrawListFlags(int flags)
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
void |
setImDrawListFlags(int imDrawListFlags)
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
isNotValidPtr, isValidPtr
public int getImDrawListFlags()
public void setImDrawListFlags(int imDrawListFlags)
public void addImDrawListFlags(int flags)
public void removeImDrawListFlags(int flags)
public boolean hasImDrawListFlags(int flags)
public void pushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY)
public void pushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY, boolean intersectWithCurrentClipRect)
public void pushClipRectFullScreen()
public void popClipRect()
public void pushTextureId(int textureId)
public void popTextureId()
public ImVec2 getClipRectMin()
public void getClipRectMin(ImVec2 dstImVec2)
public float getClipRectMinX()
public float getClipRectMinY()
public ImVec2 getClipRectMax()
public void getClipRectMax(ImVec2 dstImVec2)
public float getClipRectMaxX()
public float getClipRectMaxY()
public void addLine(float p1X, float p1Y, float p2X, float p2Y, int col)
public void addLine(float p1X, float p1Y, float p2X, float p2Y, int col, float thickness)
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col)
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding)
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int imDrawFlags)
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int imDrawFlags, float thickness)
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col)
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding)
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int imDrawFlags)
public void addRectFilledMultiColor(float pMinX, float pMinY, float pMaxX, float pMaxY, long colUprLeft, long colUprRight, long colBotRight, long colBotLeft)
public void addQuad(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col)
public void addQuad(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col, float thickness)
public void addQuadFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col)
public void addTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col)
public void addTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness)
public void addTriangleFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col)
public void addCircle(float centreX, float centreY, float radius, int col)
public void addCircle(float centreX, float centreY, float radius, int col, int numSegments)
public void addCircle(float centreX, float centreY, float radius, int col, int numSegments, float thickness)
public void addCircleFilled(float centreX, float centreY, float radius, int col)
public void addCircleFilled(float centreX, float centreY, float radius, int col, int numSegments)
public void addNgon(float centreX, float centreY, float radius, int col, int numSegments)
public void addNgon(float centreX, float centreY, float radius, int col, int numSegments, float thickness)
public void addNgonFilled(float centreX, float centreY, float radius, int col, int numSegments)
public void addText(float posX, float posY, int col, java.lang.String text)
public void addText(ImFont imFont, float fontSize, float posX, float posY, int col, java.lang.String text)
public void addText(ImFont imFont, float fontSize, float posX, float posY, int col, java.lang.String text, float wrapWidth)
public void addText(ImFont imFont, float fontSize, float posX, float posY, int col, java.lang.String text, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectV)
public void addPolyline(ImVec2[] points, int numPoints, int col, int imDrawFlags, float thickness)
public void addConvexPolyFilled(ImVec2[] points, int numPoints, int col)
public void addBezierCubic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col, float thickness)
public void addBezierCubic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col, float thickness, int numSegments)
public void addBezierQuadratic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness)
public void addBezierQuadratic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness, int numSegments)
public void addImage(int textureID, float pMinX, float pMinY, float pMaxX, float pMaxY)
public void addImage(int textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY)
public void addImage(int textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY)
public void addImage(int textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col)
public void addImageQuad(int textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y)
public void addImageQuad(int textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, float uv1X, float uv1Y)
public void addImageQuad(int textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, float uv1X, float uv1Y, float uv2X, float uv2Y)
public void addImageQuad(int textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, float uv1X, float uv1Y, float uv2X, float uv2Y, float uv3X, float uv3Y)
public void addImageQuad(int textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, float uv1X, float uv1Y, float uv2X, float uv2Y, float uv3X, float uv3Y, float uv4X, float uv4Y)
public void addImageQuad(int textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, float uv1X, float uv1Y, float uv2X, float uv2Y, float uv3X, float uv3Y, float uv4X, float uv4Y, int col)
public void addImageRounded(int textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col, float rounding)
public void addImageRounded(int textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col, float rounding, int imDrawFlags)
public void pathClear()
public void pathLineTo(float posX, float posY)
public void pathLineToMergeDuplicate(float posX, float posY)
public void pathFillConvex(int col)
public void pathStroke(int col, int imDrawFlags)
public void pathStroke(int col, int imDrawFlags, float thickness)
public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax)
public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax, int numSegments)
public void pathArcToFast(float centerX, float centerY, float radius, int aMinOf12, int aMaxOf12)
public void pathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y)
public void pathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int numSegments)
public void pathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y)
public void pathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y, int numSegments)
public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY)
public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding)
public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding, int imDrawFlags)
public void channelsSplit(int count)
public void channelsMerge()
public void channelsSetCurrent(int n)
public void primReserve(int idxCount, int vtxCount)
public void primUnreserve(int idxCount, int vtxCount)
public void primRect(float ax, float ay, float bx, float by, int col)
public void primRectUV(float ax, float ay, float bx, float by, float uvAx, float uvAy, float uvBx, float uvBy, int col)
public void primQuadUV(float ax, float ay, float bx, float by, float cx, float cy, float dx, float dy, float uvAx, float uvAy, float uvBx, float uvBy, float uvCx, float uvCy, float uvDx, float uvDy, int col)
public void primWriteVtx(float posX, float posY, float uvX, float uvY, int col)
public void primVtx(float posX, float posY, float uvX, float uvY, int col)