Package imgui
Class ImDrawList
java.lang.Object
imgui.binding.ImGuiStruct
imgui.ImDrawList
Draw command list
This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame,
all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to
access the current window draw list and draw custom primitives.
You can interleave normal ImGui:: calls and adding primitives to the current draw list.
All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize),
but you are totally free to apply whatever transformation matrix to want to the data (if you apply such transformation you'll want to apply it to ClipRect as well)
Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects.
-
Field Summary
Fields inherited from class imgui.binding.ImGuiStruct
ptr -
Constructor Summary
Constructors -
Method Summary
Modifier and TypeMethodDescriptionvoidaddBezierCubic(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)voidaddBezierCubic(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)voidaddBezierCubic(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col, float thickness) Cubic Bezier (4 control points)voidaddBezierCubic(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col, float thickness, int numSegments) Cubic Bezier (4 control points)voidaddBezierQuadratic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness) Quadratic Bezier (3 control points)voidaddBezierQuadratic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness, int numSegments) Quadratic Bezier (3 control points)voidaddBezierQuadratic(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col, float thickness) Quadratic Bezier (3 control points)voidaddBezierQuadratic(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col, float thickness, int numSegments) Quadratic Bezier (3 control points)voidaddCircle(float centerX, float centerY, float radius, int col) voidaddCircle(float centerX, float centerY, float radius, int col, float thickness) voidaddCircle(float centerX, float centerY, float radius, int col, int numSegments) voidaddCircle(float centerX, float centerY, float radius, int col, int numSegments, float thickness) voidvoidvoidvoidvoidaddCircleFilled(float centerX, float centerY, float radius, int col) voidaddCircleFilled(float centerX, float centerY, float radius, int col, int numSegments) voidaddCircleFilled(ImVec2 center, float radius, int col) voidaddCircleFilled(ImVec2 center, float radius, int col, int numSegments) voidaddConcavePolyFilled(ImVec2[] points, int numPoints, int col) voidaddConvexPolyFilled(ImVec2[] points, int numPoints, int col) voidaddEllipse(float centerX, float centerY, float radiusX, float radiusY, int col) voidaddEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot) voidaddEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments) voidaddEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments, float thickness) voidaddEllipse(ImVec2 center, ImVec2 radius, int col) voidaddEllipse(ImVec2 center, ImVec2 radius, int col, float rot) voidaddEllipse(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments) voidaddEllipse(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments, float thickness) voidaddEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col) voidaddEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot) voidaddEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments) voidaddEllipseFilled(ImVec2 center, ImVec2 radius, int col) voidaddEllipseFilled(ImVec2 center, ImVec2 radius, int col, float rot) voidaddEllipseFilled(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments) voidaddFlags(int flags) Flags, you may poke into these to adjust anti-aliasing settings per-primitive.voidaddImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY) voidaddImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY) voidaddImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY) voidaddImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col) voidvoidvoidvoidvoidaddImageQuad(long textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y) voidaddImageQuad(long textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, float uv1X, float uv1Y) voidaddImageQuad(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) voidaddImageQuad(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) voidaddImageQuad(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) voidaddImageQuad(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) voidaddImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4) voidvoidvoidaddImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3) voidaddImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3, ImVec2 uv4) voidaddImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3, ImVec2 uv4, int col) voidaddImageRounded(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col, float rounding) voidaddImageRounded(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col, float rounding, int imDrawFlags) voidaddImageRounded(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col, float rounding) voidaddImageRounded(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col, float rounding, int imDrawFlags) voidaddLine(float p1X, float p1Y, float p2X, float p2Y, int col) voidaddLine(float p1X, float p1Y, float p2X, float p2Y, int col, float thickness) voidvoidvoidaddNgon(float centerX, float centerY, float radius, int col, int num_segments) voidaddNgon(float centerX, float centerY, float radius, int col, int num_segments, float thickness) voidvoidvoidaddNgonFilled(float centerX, float centerY, float radius, int col, int num_segments) voidaddNgonFilled(ImVec2 center, float radius, int col, int num_segments) voidaddPolyline(ImVec2[] points, int numPoints, int col, int imDrawFlags, float thickness) voidaddQuad(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col) voidaddQuad(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col, float thickness) voidvoidvoidaddQuadFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col) voidaddQuadFilled(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col) voidaddRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col) voidaddRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding) voidaddRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, float thickness) voidaddRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags) voidaddRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags, float thickness) voidaddRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags, float thickness) voidvoidvoidvoidvoidvoidvoidaddRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col) voidaddRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding) voidaddRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags) voidaddRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags) voidaddRectFilled(ImVec2 pMin, ImVec2 pMax, int col) voidaddRectFilled(ImVec2 pMin, ImVec2 pMax, int col, float rounding) voidaddRectFilled(ImVec2 pMin, ImVec2 pMax, int col, float rounding, int flags) voidaddRectFilled(ImVec2 pMin, ImVec2 pMax, int col, int flags) voidaddRectFilledMultiColor(float pMinX, float pMinY, float pMaxX, float pMaxY, int colUprLeft, int colUprRight, int colBotRight, int colBotLeft) voidaddRectFilledMultiColor(ImVec2 pMin, ImVec2 pMax, int colUprLeft, int colUprRight, int colBotRight, int colBotLeft) voidvoidvoidvoidaddText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW) voidaddText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW) voidaddText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd) voidaddText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float wrapWidth) voidaddText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW) voidaddText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW) voidvoidaddText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, float wrapWidth, ImVec4 cpuFineClipRect) voidvoidvoidaddText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, float wrapWidth) voidaddText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, float wrapWidth, ImVec4 cpuFineClipRect) voidaddText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, ImVec4 cpuFineClipRect) voidvoidvoidaddTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col) voidaddTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness) voidaddTriangle(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col) voidaddTriangle(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col, float thickness) voidaddTriangleFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col) voidaddTriangleFilled(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col) voidvoidchannelsSetCurrent(int n) voidchannelsSplit(int count) voidgetClipRectMax(ImVec2 dst) floatfloatvoidgetClipRectMin(ImVec2 dst) floatfloatintgetFlags()Flags, you may poke into these to adjust anti-aliasing settings per-primitive.int[Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0.booleanhasFlags(int flags) Flags, you may poke into these to adjust anti-aliasing settings per-primitive.voidpathArcTo(float centerX, float centerY, float radius, float aMin, float aMax) voidpathArcTo(float centerX, float centerY, float radius, float aMin, float aMax, int numSegments) voidvoidvoidpathArcToFast(float centerX, float centerY, float radius, int aMinOf12, int aMaxOf12) Use precomputed angles for a 12 steps circlevoidpathArcToFast(ImVec2 center, float radius, int aMinOf12, int aMaxOf12) Use precomputed angles for a 12 steps circlevoidpathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y) Cubic Bezier (4 control points)voidpathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int numSegments) Cubic Bezier (4 control points)voidpathBezierCubicCurveTo(ImVec2 p2, ImVec2 p3, ImVec2 p4) Cubic Bezier (4 control points)voidpathBezierCubicCurveTo(ImVec2 p2, ImVec2 p3, ImVec2 p4, int numSegments) Cubic Bezier (4 control points)voidpathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y) Quadratic Bezier (3 control points)voidpathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y, int numSegments) Quadratic Bezier (3 control points)voidpathBezierQuadraticCurveTo(ImVec2 p2, ImVec2 p3) Quadratic Bezier (3 control points)voidpathBezierQuadraticCurveTo(ImVec2 p2, ImVec2 p3, int numSegments) Quadratic Bezier (3 control points)voidvoidpathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax) voidpathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax, int numSegments) voidpathEllipticalArcTo(ImVec2 center, ImVec2 radius, float rot, float aMin, float aMax) voidpathEllipticalArcTo(ImVec2 center, ImVec2 radius, float rot, float aMin, float aMax, int numSegments) voidpathFillConcave(int col) voidpathFillConvex(int col) Note: Anti-aliased filling requires points to be in clockwise order.voidpathLineTo(float posX, float posY) voidpathLineTo(ImVec2 pos) voidpathLineToMergeDuplicate(float posX, float posY) voidvoidpathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY) voidpathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding) voidpathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding, int imDrawFlags) voidpathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, int imDrawFlags) voidvoidvoidvoidvoidpathStroke(int col) voidpathStroke(int col, float thickness) voidpathStroke(int col, int imDrawFlags) voidpathStroke(int col, int imDrawFlags, float thickness) voidvoidvoidprimQuadUV(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) voidprimQuadUV(ImVec2 a, ImVec2 b, ImVec2 c, ImVec2 d, ImVec2 uvA, ImVec2 uvB, ImVec2 uvC, ImVec2 uvD, int col) voidprimRect(float aX, float aY, float bX, float bY, int col) voidvoidprimRectUV(float aX, float aY, float bX, float bY, float uvAX, float uvAY, float uvBX, float uvBY, int col) voidprimRectUV(ImVec2 a, ImVec2 b, ImVec2 uvA, ImVec2 uvB, int col) voidprimReserve(int idxCount, int vtxCount) voidprimUnreserve(int idxCount, int vtxCount) voidprimVtx(float posX, float posY, float uvX, float uvY, int col) voidvoidprimWriteIdx(int idx) voidprimWriteVtx(float posX, float posY, float uvX, float uvY, int col) voidprimWriteVtx(ImVec2 pos, ImVec2 uv, int col) voidpushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY) Render-level scissoring.voidpushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY, boolean intersectWithCurrentClipRect) Render-level scissoring.voidpushClipRect(ImVec2 clipRectMin, ImVec2 clipRectMax) Render-level scissoring.voidpushClipRect(ImVec2 clipRectMin, ImVec2 clipRectMax, boolean intersectWithCurrentClipRect) Render-level scissoring.voidvoidpushTextureID(long textureId) voidremoveFlags(int flags) Flags, you may poke into these to adjust anti-aliasing settings per-primitive.voidsetFlags(int value) Flags, you may poke into these to adjust anti-aliasing settings per-primitive.Methods inherited from class imgui.binding.ImGuiStruct
isNotValidPtr, isValidPtr
-
Constructor Details
-
ImDrawList
public ImDrawList(long ptr)
-
-
Method Details
-
getFlags
public int getFlags()Flags, you may poke into these to adjust anti-aliasing settings per-primitive. -
setFlags
public void setFlags(int value) Flags, you may poke into these to adjust anti-aliasing settings per-primitive. -
addFlags
public void addFlags(int flags) Flags, you may poke into these to adjust anti-aliasing settings per-primitive. -
removeFlags
public void removeFlags(int flags) Flags, you may poke into these to adjust anti-aliasing settings per-primitive. -
hasFlags
public boolean hasFlags(int flags) Flags, you may poke into these to adjust anti-aliasing settings per-primitive. -
getVtxCurrentIdx
public int getVtxCurrentIdx()[Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. -
pushClipRect
Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -
pushClipRect
public void pushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY) Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -
pushClipRect
public void pushClipRect(ImVec2 clipRectMin, ImVec2 clipRectMax, boolean intersectWithCurrentClipRect) Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -
pushClipRect
public void pushClipRect(float clipRectMinX, float clipRectMinY, float clipRectMaxX, float clipRectMaxY, boolean intersectWithCurrentClipRect) Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) -
pushClipRectFullScreen
public void pushClipRectFullScreen() -
popClipRect
public void popClipRect() -
pushTextureID
public void pushTextureID(long textureId) -
popTextureID
public void popTextureID() -
getClipRectMin
-
getClipRectMinX
public float getClipRectMinX() -
getClipRectMinY
public float getClipRectMinY() -
getClipRectMin
-
getClipRectMax
-
getClipRectMaxX
public float getClipRectMaxX() -
getClipRectMaxY
public float getClipRectMaxY() -
getClipRectMax
-
addLine
-
addLine
public void addLine(float p1X, float p1Y, float p2X, float p2Y, int col) -
addLine
-
addLine
public void addLine(float p1X, float p1Y, float p2X, float p2Y, int col, float thickness) -
addRect
-
addRect
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col) -
addRect
-
addRect
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding) -
addRect
-
addRect
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags) -
addRect
-
addRect
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags, float thickness) -
addRect
-
addRect
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags, float thickness) -
addRect
-
addRect
public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, float thickness) -
addRectFilled
-
addRectFilled
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col) -
addRectFilled
-
addRectFilled
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding) -
addRectFilled
-
addRectFilled
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags) -
addRectFilled
-
addRectFilled
public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags) -
addRectFilledMultiColor
-
addRectFilledMultiColor
public void addRectFilledMultiColor(float pMinX, float pMinY, float pMaxX, float pMaxY, int colUprLeft, int colUprRight, int colBotRight, int colBotLeft) -
addQuad
-
addQuad
public void addQuad(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col) -
addQuad
-
addQuad
public void addQuad(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col, float thickness) -
addQuadFilled
-
addQuadFilled
public void addQuadFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col) -
addTriangle
-
addTriangle
public void addTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col) -
addTriangle
-
addTriangle
public void addTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness) -
addTriangleFilled
-
addTriangleFilled
public void addTriangleFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col) -
addCircle
-
addCircle
public void addCircle(float centerX, float centerY, float radius, int col) -
addCircle
-
addCircle
public void addCircle(float centerX, float centerY, float radius, int col, int numSegments) -
addCircle
-
addCircle
public void addCircle(float centerX, float centerY, float radius, int col, int numSegments, float thickness) -
addCircle
-
addCircle
public void addCircle(float centerX, float centerY, float radius, int col, float thickness) -
addCircleFilled
-
addCircleFilled
public void addCircleFilled(float centerX, float centerY, float radius, int col) -
addCircleFilled
-
addCircleFilled
public void addCircleFilled(float centerX, float centerY, float radius, int col, int numSegments) -
addNgon
-
addNgon
public void addNgon(float centerX, float centerY, float radius, int col, int num_segments) -
addNgon
-
addNgon
public void addNgon(float centerX, float centerY, float radius, int col, int num_segments, float thickness) -
addNgonFilled
-
addNgonFilled
public void addNgonFilled(float centerX, float centerY, float radius, int col, int num_segments) -
addEllipse
-
addEllipse
public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col) -
addEllipse
-
addEllipse
public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot) -
addEllipse
-
addEllipse
public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments) -
addEllipse
-
addEllipse
public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments, float thickness) -
addEllipseFilled
-
addEllipseFilled
public void addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col) -
addEllipseFilled
-
addEllipseFilled
public void addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot) -
addEllipseFilled
-
addEllipseFilled
public void addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments) -
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addText
-
addBezierCubic
Cubic Bezier (4 control points) -
addBezierCubic
public 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) -
addBezierCubic
public void addBezierCubic(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col, float thickness, int numSegments) Cubic Bezier (4 control points) -
addBezierCubic
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) Cubic Bezier (4 control points) -
addBezierQuadratic
Quadratic Bezier (3 control points) -
addBezierQuadratic
public void addBezierQuadratic(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness) Quadratic Bezier (3 control points) -
addBezierQuadratic
public void addBezierQuadratic(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col, float thickness, int numSegments) Quadratic Bezier (3 control points) -
addBezierQuadratic
public 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) -
addPolyline
-
addConvexPolyFilled
-
addConcavePolyFilled
-
addImage
-
addImage
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY) -
addImage
-
addImage
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY) -
addImage
-
addImage
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY) -
addImage
-
addImage
public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY, int col) -
addImageQuad
-
addImageQuad
public void addImageQuad(long textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y) -
addImageQuad
-
addImageQuad
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) -
addImageQuad
-
addImageQuad
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) -
addImageQuad
-
addImageQuad
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) -
addImageQuad
-
addImageQuad
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) -
addImageQuad
-
addImageQuad
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) -
addImageRounded
-
addImageRounded
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) -
addImageRounded
-
addImageRounded
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) -
pathClear
public void pathClear() -
pathLineTo
-
pathLineTo
public void pathLineTo(float posX, float posY) -
pathLineToMergeDuplicate
-
pathLineToMergeDuplicate
public void pathLineToMergeDuplicate(float posX, float posY) -
pathFillConvex
public void pathFillConvex(int col) Note: Anti-aliased filling requires points to be in clockwise order. -
pathFillConcave
public void pathFillConcave(int col) -
pathStroke
public void pathStroke(int col) -
pathStroke
public void pathStroke(int col, int imDrawFlags) -
pathStroke
public void pathStroke(int col, int imDrawFlags, float thickness) -
pathStroke
public void pathStroke(int col, float thickness) -
pathArcTo
-
pathArcTo
public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax) -
pathArcTo
-
pathArcTo
public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax, int numSegments) -
pathArcToFast
Use precomputed angles for a 12 steps circle -
pathArcToFast
public void pathArcToFast(float centerX, float centerY, float radius, int aMinOf12, int aMaxOf12) Use precomputed angles for a 12 steps circle -
pathEllipticalArcTo
-
pathEllipticalArcTo
public void pathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax) -
pathEllipticalArcTo
-
pathEllipticalArcTo
public void pathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax, int numSegments) -
pathBezierCubicCurveTo
Cubic Bezier (4 control points) -
pathBezierCubicCurveTo
public void pathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y) Cubic Bezier (4 control points) -
pathBezierCubicCurveTo
Cubic Bezier (4 control points) -
pathBezierCubicCurveTo
public void pathBezierCubicCurveTo(float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int numSegments) Cubic Bezier (4 control points) -
pathBezierQuadraticCurveTo
Quadratic Bezier (3 control points) -
pathBezierQuadraticCurveTo
public void pathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y) Quadratic Bezier (3 control points) -
pathBezierQuadraticCurveTo
Quadratic Bezier (3 control points) -
pathBezierQuadraticCurveTo
public void pathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y, int numSegments) Quadratic Bezier (3 control points) -
pathRect
-
pathRect
public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY) -
pathRect
-
pathRect
public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding) -
pathRect
-
pathRect
public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding, int imDrawFlags) -
pathRect
-
pathRect
public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, int imDrawFlags) -
channelsSplit
public void channelsSplit(int count) -
channelsMerge
public void channelsMerge() -
channelsSetCurrent
public void channelsSetCurrent(int n) -
primReserve
public void primReserve(int idxCount, int vtxCount) -
primUnreserve
public void primUnreserve(int idxCount, int vtxCount) -
primRect
-
primRect
public void primRect(float aX, float aY, float bX, float bY, int col) -
primRectUV
-
primRectUV
public void primRectUV(float aX, float aY, float bX, float bY, float uvAX, float uvAY, float uvBX, float uvBY, int col) -
primQuadUV
-
primQuadUV
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) -
primWriteVtx
-
primWriteVtx
public void primWriteVtx(float posX, float posY, float uvX, float uvY, int col) -
primWriteIdx
public void primWriteIdx(int idx) -
primVtx
-
primVtx
public void primVtx(float posX, float posY, float uvX, float uvY, int col)
-