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 |
addBezierCubic(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
int col,
float thickness)
Cubic Bezier (4 control points)
|
void |
addBezierCubic(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
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 |
addBezierQuadratic(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
int col,
float thickness)
Quadratic Bezier (3 control points)
|
void |
addBezierQuadratic(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
int col,
float thickness,
int numSegments)
Quadratic Bezier (3 control points)
|
void |
addCircle(float centerX,
float centerY,
float radius,
int col) |
void |
addCircle(float centerX,
float centerY,
float radius,
int col,
float thickness) |
void |
addCircle(float centerX,
float centerY,
float radius,
int col,
int numSegments) |
void |
addCircle(float centerX,
float centerY,
float radius,
int col,
int numSegments,
float thickness) |
void |
addCircle(ImVec2 center,
float radius,
int col) |
void |
addCircle(ImVec2 center,
float radius,
int col,
float thickness) |
void |
addCircle(ImVec2 center,
float radius,
int col,
int numSegments) |
void |
addCircle(ImVec2 center,
float radius,
int col,
int numSegments,
float thickness) |
void |
addCircleFilled(float centerX,
float centerY,
float radius,
int col) |
void |
addCircleFilled(float centerX,
float centerY,
float radius,
int col,
int numSegments) |
void |
addCircleFilled(ImVec2 center,
float radius,
int col) |
void |
addCircleFilled(ImVec2 center,
float radius,
int col,
int numSegments) |
void |
addConvexPolyFilled(ImVec2[] points,
int numPoints,
int col) |
void |
addFlags(int flags)
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
void |
addImage(long textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY) |
void |
addImage(long textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY) |
void |
addImage(long textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY) |
void |
addImage(long textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY,
int col) |
void |
addImage(long textureID,
ImVec2 pMin,
ImVec2 pMax) |
void |
addImage(long textureID,
ImVec2 pMin,
ImVec2 pMax,
ImVec2 uvMin) |
void |
addImage(long textureID,
ImVec2 pMin,
ImVec2 pMax,
ImVec2 uvMin,
ImVec2 uvMax) |
void |
addImage(long textureID,
ImVec2 pMin,
ImVec2 pMax,
ImVec2 uvMin,
ImVec2 uvMax,
int col) |
void |
addImageQuad(long textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y) |
void |
addImageQuad(long textureID,
float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
float p4X,
float p4Y,
float uv1X,
float uv1Y) |
void |
addImageQuad(long 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(long 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(long 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(long 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 |
addImageQuad(long textureID,
ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4) |
void |
addImageQuad(long textureID,
ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
ImVec2 uv1) |
void |
addImageQuad(long textureID,
ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
ImVec2 uv1,
ImVec2 uv2) |
void |
addImageQuad(long textureID,
ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
ImVec2 uv1,
ImVec2 uv2,
ImVec2 uv3) |
void |
addImageQuad(long textureID,
ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
ImVec2 uv1,
ImVec2 uv2,
ImVec2 uv3,
ImVec2 uv4) |
void |
addImageQuad(long textureID,
ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
ImVec2 uv1,
ImVec2 uv2,
ImVec2 uv3,
ImVec2 uv4,
int col) |
void |
addImageRounded(long textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY,
int col,
float rounding) |
void |
addImageRounded(long textureID,
float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
float uvMinX,
float uvMinY,
float uvMaxX,
float uvMaxY,
int col,
float rounding,
int imDrawFlags) |
void |
addImageRounded(long textureID,
ImVec2 pMin,
ImVec2 pMax,
ImVec2 uvMin,
ImVec2 uvMax,
int col,
float rounding) |
void |
addImageRounded(long textureID,
ImVec2 pMin,
ImVec2 pMax,
ImVec2 uvMin,
ImVec2 uvMax,
int col,
float rounding,
int imDrawFlags) |
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 |
addLine(ImVec2 p1,
ImVec2 p2,
int col) |
void |
addLine(ImVec2 p1,
ImVec2 p2,
int col,
float thickness) |
void |
addNgon(float centerX,
float centerY,
float radius,
int col,
int num_segments) |
void |
addNgon(float centerX,
float centerY,
float radius,
int col,
int num_segments,
float thickness) |
void |
addNgon(ImVec2 center,
float radius,
int col,
int num_segments) |
void |
addNgon(ImVec2 center,
float radius,
int col,
int num_segments,
float thickness) |
void |
addNgonFilled(float centerX,
float centerY,
float radius,
int col,
int num_segments) |
void |
addNgonFilled(ImVec2 center,
float radius,
int col,
int num_segments) |
void |
addPolyline(ImVec2[] points,
int numPoint,
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 |
addQuad(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
int col) |
void |
addQuad(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
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 |
addQuadFilled(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
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,
float thickness) |
void |
addRect(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
float rounding,
int flags) |
void |
addRect(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
float rounding,
int flags,
float thickness) |
void |
addRect(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
int flags,
float thickness) |
void |
addRect(ImVec2 pMin,
ImVec2 pMax,
int col) |
void |
addRect(ImVec2 pMin,
ImVec2 pMax,
int col,
float rounding) |
void |
addRect(ImVec2 pMin,
ImVec2 pMax,
int col,
float rounding,
float thickness) |
void |
addRect(ImVec2 pMin,
ImVec2 pMax,
int col,
float rounding,
int flags) |
void |
addRect(ImVec2 pMin,
ImVec2 pMax,
int col,
float rounding,
int flags,
float thickness) |
void |
addRect(ImVec2 pMin,
ImVec2 pMax,
int col,
int flags,
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 flags) |
void |
addRectFilled(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int col,
int flags) |
void |
addRectFilled(ImVec2 pMin,
ImVec2 pMax,
int col) |
void |
addRectFilled(ImVec2 pMin,
ImVec2 pMax,
int col,
float rounding) |
void |
addRectFilled(ImVec2 pMin,
ImVec2 pMax,
int col,
float rounding,
int flags) |
void |
addRectFilled(ImVec2 pMin,
ImVec2 pMax,
int col,
int flags) |
void |
addRectFilledMultiColor(float pMinX,
float pMinY,
float pMaxX,
float pMaxY,
int colUprLeft,
int colUprRight,
int colBotRight,
int colBotLeft) |
void |
addRectFilledMultiColor(ImVec2 pMin,
ImVec2 pMax,
int colUprLeft,
int colUprRight,
int colBotRight,
int colBotLeft) |
void |
addText(float posX,
float posY,
int col,
java.lang.String textBegin) |
void |
addText(float posX,
float posY,
int col,
java.lang.String textBegin,
java.lang.String textEnd) |
void |
addText(ImFont font,
int fontSize,
float posX,
float posY,
int col,
java.lang.String textBegin) |
void |
addText(ImFont font,
int fontSize,
float posX,
float posY,
int col,
java.lang.String textBegin,
float cpuFineClipRectX,
float cpuFineClipRectY,
float cpuFineClipRectZ,
float cpuFineClipRectW) |
void |
addText(ImFont font,
int fontSize,
float posX,
float posY,
int col,
java.lang.String textBegin,
float wrapWidth,
float cpuFineClipRectX,
float cpuFineClipRectY,
float cpuFineClipRectZ,
float cpuFineClipRectW) |
void |
addText(ImFont font,
int fontSize,
float posX,
float posY,
int col,
java.lang.String textBegin,
java.lang.String textEnd) |
void |
addText(ImFont font,
int fontSize,
float posX,
float posY,
int col,
java.lang.String textBegin,
java.lang.String textEnd,
float wrapWidth) |
void |
addText(ImFont font,
int fontSize,
float posX,
float posY,
int col,
java.lang.String textBegin,
java.lang.String textEnd,
float cpuFineClipRectX,
float cpuFineClipRectY,
float cpuFineClipRectZ,
float cpuFineClipRectW) |
void |
addText(ImFont font,
int fontSize,
float posX,
float posY,
int col,
java.lang.String textBegin,
java.lang.String textEnd,
float wrapWidth,
float cpuFineClipRectX,
float cpuFineClipRectY,
float cpuFineClipRectZ,
float cpuFineClipRectW) |
void |
addText(ImFont font,
int fontSize,
ImVec2 pos,
int col,
java.lang.String textBegin) |
void |
addText(ImFont font,
int fontSize,
ImVec2 pos,
int col,
java.lang.String textBegin,
float wrapWidth,
ImVec4 cpuFineClipRect) |
void |
addText(ImFont font,
int fontSize,
ImVec2 pos,
int col,
java.lang.String textBegin,
ImVec4 cpuFineClipRect) |
void |
addText(ImFont font,
int fontSize,
ImVec2 pos,
int col,
java.lang.String textBegin,
java.lang.String textEnd) |
void |
addText(ImFont font,
int fontSize,
ImVec2 pos,
int col,
java.lang.String textBegin,
java.lang.String textEnd,
float wrapWidth) |
void |
addText(ImFont font,
int fontSize,
ImVec2 pos,
int col,
java.lang.String textBegin,
java.lang.String textEnd,
float wrapWidth,
ImVec4 cpuFineClipRect) |
void |
addText(ImFont font,
int fontSize,
ImVec2 pos,
int col,
java.lang.String textBegin,
java.lang.String textEnd,
ImVec4 cpuFineClipRect) |
void |
addText(ImVec2 pos,
int col,
java.lang.String textBegin) |
void |
addText(ImVec2 pos,
int col,
java.lang.String textBegin,
java.lang.String textEnd) |
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 |
addTriangle(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
int col) |
void |
addTriangle(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
int col,
float thickness) |
void |
addTriangleFilled(float p1X,
float p1Y,
float p2X,
float p2Y,
float p3X,
float p3Y,
int col) |
void |
addTriangleFilled(ImVec2 p1,
ImVec2 p2,
ImVec2 p3,
int col) |
void |
channelsMerge() |
void |
channelsSetCurrent(int n) |
void |
channelsSplit(int count) |
ImVec2 |
getClipRectMax() |
void |
getClipRectMax(ImVec2 dst) |
float |
getClipRectMaxX() |
float |
getClipRectMaxY() |
ImVec2 |
getClipRectMin() |
void |
getClipRectMin(ImVec2 dst) |
float |
getClipRectMinX() |
float |
getClipRectMinY() |
int |
getFlags()
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
boolean |
hasFlags(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 |
pathArcTo(ImVec2 center,
float radius,
float aMin,
float aMax) |
void |
pathArcTo(ImVec2 center,
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 |
pathArcToFast(ImVec2 center,
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 |
pathBezierCubicCurveTo(ImVec2 p2,
ImVec2 p3,
ImVec2 p4)
Cubic Bezier (4 control points)
|
void |
pathBezierCubicCurveTo(ImVec2 p2,
ImVec2 p3,
ImVec2 p4,
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 |
pathBezierQuadraticCurveTo(ImVec2 p2,
ImVec2 p3)
Quadratic Bezier (3 control points)
|
void |
pathBezierQuadraticCurveTo(ImVec2 p2,
ImVec2 p3,
int numSegments)
Quadratic Bezier (3 control points)
|
void |
pathClear() |
void |
pathFillConvex(int col)
Note: Anti-aliased filling requires points to be in clockwise order.
|
void |
pathLineTo(float posX,
float posY) |
void |
pathLineTo(ImVec2 pos) |
void |
pathLineToMergeDuplicate(float posX,
float posY) |
void |
pathLineToMergeDuplicate(ImVec2 pos) |
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 |
pathRect(float rectMinX,
float rectMinY,
float rectMaxX,
float rectMaxY,
int imDrawFlags) |
void |
pathRect(ImVec2 rectMin,
ImVec2 rectMax) |
void |
pathRect(ImVec2 rectMin,
ImVec2 rectMax,
float rounding) |
void |
pathRect(ImVec2 rectMin,
ImVec2 rectMax,
float rounding,
int imDrawFlags) |
void |
pathRect(ImVec2 rectMin,
ImVec2 rectMax,
int imDrawFlags) |
void |
pathStroke(int col) |
void |
pathStroke(int col,
float thickness) |
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 |
primQuadUV(ImVec2 a,
ImVec2 b,
ImVec2 c,
ImVec2 d,
ImVec2 uvA,
ImVec2 uvB,
ImVec2 uvC,
ImVec2 uvD,
int col) |
void |
primRect(float aX,
float aY,
float bX,
float bY,
int col) |
void |
primRect(ImVec2 a,
ImVec2 b,
int col) |
void |
primRectUV(float aX,
float aY,
float bX,
float bY,
float uvAX,
float uvAY,
float uvBX,
float uvBY,
int col) |
void |
primRectUV(ImVec2 a,
ImVec2 b,
ImVec2 uvA,
ImVec2 uvB,
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 |
primVtx(ImVec2 pos,
ImVec2 uv,
int col) |
void |
primWriteIdx(int idx) |
void |
primWriteVtx(float posX,
float posY,
float uvX,
float uvY,
int col) |
void |
primWriteVtx(ImVec2 pos,
ImVec2 uv,
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 |
pushClipRect(ImVec2 clipRectMin,
ImVec2 clipRectMax)
Render-level scissoring.
|
void |
pushClipRect(ImVec2 clipRectMin,
ImVec2 clipRectMax,
boolean intersectWithCurrentClipRect)
Render-level scissoring.
|
void |
pushClipRectFullScreen() |
void |
pushTextureID(long textureId) |
void |
removeFlags(int flags)
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
void |
setFlags(int value)
Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
|
isNotValidPtr, isValidPtr
public int getFlags()
public void setFlags(int value)
public void addFlags(int flags)
public void removeFlags(int flags)
public boolean hasFlags(int flags)
public void pushClipRect(ImVec2 clipRectMin, ImVec2 clipRectMax)
public void pushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY)
public void pushClipRect(ImVec2 clipRectMin, ImVec2 clipRectMax, boolean intersectWithCurrentClipRect)
public void pushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY, boolean intersectWithCurrentClipRect)
public void pushClipRectFullScreen()
public void popClipRect()
public void pushTextureID(long textureId)
public void popTextureID()
public ImVec2 getClipRectMin()
public float getClipRectMinX()
public float getClipRectMinY()
public void getClipRectMin(ImVec2 dst)
public ImVec2 getClipRectMax()
public float getClipRectMaxX()
public float getClipRectMaxY()
public void getClipRectMax(ImVec2 dst)
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 flags)
public void addRect(ImVec2 pMin, ImVec2 pMax, int col, float rounding, int flags, float thickness)
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags, float thickness)
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags, float thickness)
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, 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(ImVec2 pMin, ImVec2 pMax, int col, float rounding, int flags)
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags)
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags)
public void addRectFilledMultiColor(ImVec2 pMin, ImVec2 pMax, int colUprLeft, int colUprRight, int colBotRight, int colBotLeft)
public void addRectFilledMultiColor(float pMinX, float pMinY, float pMaxX, float pMaxY, int colUprLeft, int colUprRight, int colBotRight, int 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(ImVec2 center, float radius, int col)
public void addCircle(float centerX, float centerY, float radius, int col)
public void addCircle(ImVec2 center, float radius, int col, int numSegments)
public void addCircle(float centerX, float centerY, float radius, int col, int numSegments)
public void addCircle(ImVec2 center, float radius, int col, int numSegments, float thickness)
public void addCircle(float centerX, float centerY, float radius, int col, int numSegments, float thickness)
public void addCircle(ImVec2 center, float radius, int col, float thickness)
public void addCircle(float centerX, float centerY, float radius, int col, float thickness)
public void addCircleFilled(ImVec2 center, float radius, int col)
public void addCircleFilled(float centerX, float centerY, float radius, int col)
public void addCircleFilled(ImVec2 center, float radius, int col, int numSegments)
public void addCircleFilled(float centerX, float centerY, float radius, int col, int numSegments)
public void addNgon(ImVec2 center, float radius, int col, int num_segments)
public void addNgon(float centerX, float centerY, float radius, int col, int num_segments)
public void addNgon(ImVec2 center, float radius, int col, int num_segments, float thickness)
public void addNgon(float centerX, float centerY, float radius, int col, int num_segments, float thickness)
public void addNgonFilled(ImVec2 center, float radius, int col, int num_segments)
public void addNgonFilled(float centerX, float centerY, float radius, int col, int num_segments)
public void addText(ImVec2 pos, int col, java.lang.String textBegin)
public void addText(float posX, float posY, int col, java.lang.String textBegin)
public void addText(ImVec2 pos, int col, java.lang.String textBegin, java.lang.String textEnd)
public void addText(float posX, float posY, int col, java.lang.String textBegin, java.lang.String textEnd)
public void addText(ImFont font, int fontSize, ImVec2 pos, int col, java.lang.String textBegin)
public void addText(ImFont font, int fontSize, float posX, float posY, int col, java.lang.String textBegin)
public void addText(ImFont font, int fontSize, ImVec2 pos, int col, java.lang.String textBegin, java.lang.String textEnd)
public void addText(ImFont font, int fontSize, float posX, float posY, int col, java.lang.String textBegin, java.lang.String textEnd)
public void addText(ImFont font, int fontSize, ImVec2 pos, int col, java.lang.String textBegin, java.lang.String textEnd, float wrapWidth)
public void addText(ImFont font, int fontSize, float posX, float posY, int col, java.lang.String textBegin, java.lang.String textEnd, float wrapWidth)
public void addText(ImFont font, int fontSize, ImVec2 pos, int col, java.lang.String textBegin, java.lang.String textEnd, float wrapWidth, ImVec4 cpuFineClipRect)
public void addText(ImFont font, int fontSize, float posX, float posY, int col, java.lang.String textBegin, java.lang.String textEnd, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
public void addText(ImFont font, int fontSize, ImVec2 pos, int col, java.lang.String textBegin, float wrapWidth, ImVec4 cpuFineClipRect)
public void addText(ImFont font, int fontSize, float posX, float posY, int col, java.lang.String textBegin, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
public void addText(ImFont font, int fontSize, ImVec2 pos, int col, java.lang.String textBegin, ImVec4 cpuFineClipRect)
public void addText(ImFont font, int fontSize, float posX, float posY, int col, java.lang.String textBegin, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
public void addText(ImFont font, int fontSize, ImVec2 pos, int col, java.lang.String textBegin, java.lang.String textEnd, ImVec4 cpuFineClipRect)
public void addText(ImFont font, int fontSize, float posX, float posY, int col, java.lang.String textBegin, java.lang.String textEnd, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
public void addPolyline(ImVec2[] points, int numPoint, int col, int imDrawFlags, float thickness)
public void addConvexPolyFilled(ImVec2[] points, int numPoints, int col)
public void addBezierCubic(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, 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)
public void addBezierCubic(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col, float thickness, int numSegments)
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(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col, float thickness)
public void addBezierQuadratic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness)
public void addBezierQuadratic(ImVec2 p1, ImVec2 p2, ImVec2 p3, 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, int numSegments)
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY)
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY)
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY)
public void addImage(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col)
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col)
public void addImageQuad(long textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y)
public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1)
public void addImageQuad(long textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, float uv1X, float uv1Y)
public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2)
public void addImageQuad(long 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(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3)
public void addImageQuad(long 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(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3, ImVec2 uv4)
public void addImageQuad(long 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(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3, ImVec2 uv4, int col)
public void addImageQuad(long 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(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col, float rounding)
public void addImageRounded(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col, float rounding)
public void addImageRounded(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col, float rounding, int imDrawFlags)
public void addImageRounded(long 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(ImVec2 pos)
public void pathLineTo(float posX, float posY)
public void pathLineToMergeDuplicate(ImVec2 pos)
public void pathLineToMergeDuplicate(float posX, float posY)
public void pathFillConvex(int col)
public void pathStroke(int col)
public void pathStroke(int col, int imDrawFlags)
public void pathStroke(int col, int imDrawFlags, float thickness)
public void pathStroke(int col, float thickness)
public void pathArcTo(ImVec2 center, float radius, float aMin, float aMax)
public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax)
public void pathArcTo(ImVec2 center, float radius, float aMin, float aMax, int numSegments)
public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax, int numSegments)
public void pathArcToFast(ImVec2 center, float radius, int aMinOf12, int aMaxOf12)
public void pathArcToFast(float centerX, float centerY, float radius, int aMinOf12, int aMaxOf12)
public void pathBezierCubicCurveTo(ImVec2 p2, ImVec2 p3, ImVec2 p4)
public void pathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y)
public void pathBezierCubicCurveTo(ImVec2 p2, ImVec2 p3, ImVec2 p4, int numSegments)
public void pathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int numSegments)
public void pathBezierQuadraticCurveTo(ImVec2 p2, ImVec2 p3)
public void pathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y)
public void pathBezierQuadraticCurveTo(ImVec2 p2, ImVec2 p3, int numSegments)
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 pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, 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(ImVec2 a, ImVec2 b, ImVec2 c, ImVec2 d, ImVec2 uvA, ImVec2 uvB, ImVec2 uvC, ImVec2 uvD, 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 primWriteIdx(int idx)
public void primVtx(float posX, float posY, float uvX, float uvY, int col)