Package imgui

Class ImDrawList


public final class ImDrawList extends ImGuiStruct
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
    Constructor
    Description
    ImDrawList(long ptr)
     
  • Method Summary

    Modifier and Type
    Method
    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
    addConcavePolyFilled(ImVec2[] points, int numPoints, int col)
     
    void
    addConvexPolyFilled(ImVec2[] points, int numPoints, int col)
     
    void
    addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col)
     
    void
    addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot)
     
    void
    addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments)
     
    void
    addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments, float thickness)
     
    void
    addEllipse(ImVec2 center, ImVec2 radius, int col)
     
    void
    addEllipse(ImVec2 center, ImVec2 radius, int col, float rot)
     
    void
    addEllipse(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments)
     
    void
    addEllipse(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments, float thickness)
     
    void
    addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col)
     
    void
    addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot)
     
    void
    addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments)
     
    void
    addEllipseFilled(ImVec2 center, ImVec2 radius, int col)
     
    void
    addEllipseFilled(ImVec2 center, ImVec2 radius, int col, float rot)
     
    void
    addEllipseFilled(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments)
     
    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 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
    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, String textBegin)
     
    void
    addText(float posX, float posY, int col, String textBegin, String textEnd)
     
    void
    addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin)
     
    void
    addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
     
    void
    addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
     
    void
    addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd)
     
    void
    addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float wrapWidth)
     
    void
    addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
     
    void
    addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
     
    void
    addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin)
     
    void
    addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, float wrapWidth, ImVec4 cpuFineClipRect)
     
    void
    addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, ImVec4 cpuFineClipRect)
     
    void
    addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd)
     
    void
    addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, float wrapWidth)
     
    void
    addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, float wrapWidth, ImVec4 cpuFineClipRect)
     
    void
    addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, ImVec4 cpuFineClipRect)
     
    void
    addText(ImVec2 pos, int col, String textBegin)
     
    void
    addText(ImVec2 pos, int col, String textBegin, 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
     
    void
     
    void
    channelsSplit(int count)
     
     
    void
     
    float
     
    float
     
     
    void
     
    float
     
    float
     
    int
    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.
    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
    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
    Quadratic Bezier (3 control points)
    void
    pathBezierQuadraticCurveTo(ImVec2 p2, ImVec2 p3, int numSegments)
    Quadratic Bezier (3 control points)
    void
     
    void
    pathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax)
     
    void
    pathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax, int numSegments)
     
    void
    pathEllipticalArcTo(ImVec2 center, ImVec2 radius, float rot, float aMin, float aMax)
     
    void
    pathEllipticalArcTo(ImVec2 center, ImVec2 radius, float rot, float aMin, float aMax, int numSegments)
     
    void
    pathFillConcave(int col)
     
    void
    pathFillConvex(int col)
    Note: Anti-aliased filling requires points to be in clockwise order.
    void
    pathLineTo(float posX, float posY)
     
    void
     
    void
    pathLineToMergeDuplicate(float posX, float posY)
     
    void
     
    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
     
    void
     
    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
     
    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.

    Methods inherited from class imgui.binding.ImGuiStruct

    isNotValidPtr, isValidPtr

    Methods inherited from class java.lang.Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
  • 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

      public void pushClipRect(ImVec2 clipRectMin, ImVec2 clipRectMax)
      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

      public ImVec2 getClipRectMin()
    • getClipRectMinX

      public float getClipRectMinX()
    • getClipRectMinY

      public float getClipRectMinY()
    • getClipRectMin

      public void getClipRectMin(ImVec2 dst)
    • getClipRectMax

      public ImVec2 getClipRectMax()
    • getClipRectMaxX

      public float getClipRectMaxX()
    • getClipRectMaxY

      public float getClipRectMaxY()
    • getClipRectMax

      public void getClipRectMax(ImVec2 dst)
    • addLine

      public void addLine(ImVec2 p1, ImVec2 p2, int col)
    • addLine

      public void addLine(float p1X, float p1Y, float p2X, float p2Y, int col)
    • addLine

      public void addLine(ImVec2 p1, ImVec2 p2, int col, float thickness)
    • addLine

      public void addLine(float p1X, float p1Y, float p2X, float p2Y, int col, float thickness)
    • addRect

      public void addRect(ImVec2 pMin, ImVec2 pMax, int col)
    • addRect

      public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col)
    • addRect

      public void addRect(ImVec2 pMin, ImVec2 pMax, int col, float rounding)
    • addRect

      public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding)
    • addRect

      public void addRect(ImVec2 pMin, ImVec2 pMax, int col, float rounding, int flags)
    • addRect

      public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags)
    • addRect

      public void addRect(ImVec2 pMin, ImVec2 pMax, int col, float rounding, int flags, float thickness)
    • addRect

      public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags, float thickness)
    • addRect

      public void addRect(ImVec2 pMin, ImVec2 pMax, int col, int flags, float thickness)
    • addRect

      public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags, float thickness)
    • addRect

      public void addRect(ImVec2 pMin, ImVec2 pMax, int col, float rounding, float thickness)
    • addRect

      public void addRect(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, float thickness)
    • addRectFilled

      public void addRectFilled(ImVec2 pMin, ImVec2 pMax, int col)
    • addRectFilled

      public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col)
    • addRectFilled

      public void addRectFilled(ImVec2 pMin, ImVec2 pMax, int col, float rounding)
    • addRectFilled

      public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding)
    • addRectFilled

      public void addRectFilled(ImVec2 pMin, ImVec2 pMax, int col, float rounding, int flags)
    • addRectFilled

      public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, float rounding, int flags)
    • addRectFilled

      public void addRectFilled(ImVec2 pMin, ImVec2 pMax, int col, int flags)
    • addRectFilled

      public void addRectFilled(float pMinX, float pMinY, float pMaxX, float pMaxY, int col, int flags)
    • addRectFilledMultiColor

      public void addRectFilledMultiColor(ImVec2 pMin, ImVec2 pMax, int colUprLeft, int colUprRight, int colBotRight, int colBotLeft)
    • addRectFilledMultiColor

      public void addRectFilledMultiColor(float pMinX, float pMinY, float pMaxX, float pMaxY, int colUprLeft, int colUprRight, int colBotRight, int colBotLeft)
    • addQuad

      public void addQuad(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col)
    • addQuad

      public void addQuad(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col)
    • addQuad

      public void addQuad(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col, float thickness)
    • 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

      public void addQuadFilled(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col)
    • addQuadFilled

      public void addQuadFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y, int col)
    • addTriangle

      public void addTriangle(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col)
    • addTriangle

      public void addTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col)
    • addTriangle

      public void addTriangle(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col, float thickness)
    • addTriangle

      public void addTriangle(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col, float thickness)
    • addTriangleFilled

      public void addTriangleFilled(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col)
    • addTriangleFilled

      public void addTriangleFilled(float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, int col)
    • addCircle

      public void addCircle(ImVec2 center, float radius, int col)
    • addCircle

      public void addCircle(float centerX, float centerY, float radius, int col)
    • addCircle

      public void addCircle(ImVec2 center, float radius, int col, int numSegments)
    • addCircle

      public void addCircle(float centerX, float centerY, float radius, int col, int numSegments)
    • addCircle

      public void addCircle(ImVec2 center, float radius, int col, int numSegments, float thickness)
    • addCircle

      public void addCircle(float centerX, float centerY, float radius, int col, int numSegments, float thickness)
    • addCircle

      public void addCircle(ImVec2 center, float radius, int col, float thickness)
    • addCircle

      public void addCircle(float centerX, float centerY, float radius, int col, float thickness)
    • addCircleFilled

      public void addCircleFilled(ImVec2 center, float radius, int col)
    • addCircleFilled

      public void addCircleFilled(float centerX, float centerY, float radius, int col)
    • addCircleFilled

      public void addCircleFilled(ImVec2 center, float radius, int col, int numSegments)
    • addCircleFilled

      public void addCircleFilled(float centerX, float centerY, float radius, int col, int numSegments)
    • addNgon

      public void addNgon(ImVec2 center, float radius, int col, int num_segments)
    • addNgon

      public void addNgon(float centerX, float centerY, float radius, int col, int num_segments)
    • addNgon

      public void addNgon(ImVec2 center, float radius, int col, int num_segments, float thickness)
    • addNgon

      public void addNgon(float centerX, float centerY, float radius, int col, int num_segments, float thickness)
    • addNgonFilled

      public void addNgonFilled(ImVec2 center, float radius, int col, int num_segments)
    • addNgonFilled

      public void addNgonFilled(float centerX, float centerY, float radius, int col, int num_segments)
    • addEllipse

      public void addEllipse(ImVec2 center, ImVec2 radius, int col)
    • addEllipse

      public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col)
    • addEllipse

      public void addEllipse(ImVec2 center, ImVec2 radius, int col, float rot)
    • addEllipse

      public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot)
    • addEllipse

      public void addEllipse(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments)
    • addEllipse

      public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments)
    • addEllipse

      public void addEllipse(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments, float thickness)
    • addEllipse

      public void addEllipse(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments, float thickness)
    • addEllipseFilled

      public void addEllipseFilled(ImVec2 center, ImVec2 radius, int col)
    • addEllipseFilled

      public void addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col)
    • addEllipseFilled

      public void addEllipseFilled(ImVec2 center, ImVec2 radius, int col, float rot)
    • addEllipseFilled

      public void addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot)
    • addEllipseFilled

      public void addEllipseFilled(ImVec2 center, ImVec2 radius, int col, float rot, float numSegments)
    • addEllipseFilled

      public void addEllipseFilled(float centerX, float centerY, float radiusX, float radiusY, int col, float rot, float numSegments)
    • addText

      public void addText(ImVec2 pos, int col, String textBegin)
    • addText

      public void addText(float posX, float posY, int col, String textBegin)
    • addText

      public void addText(ImVec2 pos, int col, String textBegin, String textEnd)
    • addText

      public void addText(float posX, float posY, int col, String textBegin, String textEnd)
    • addText

      public void addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin)
    • addText

      public void addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin)
    • addText

      public void addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd)
    • addText

      public void addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd)
    • addText

      public void addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, float wrapWidth)
    • addText

      public void addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float wrapWidth)
    • addText

      public void addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, float wrapWidth, ImVec4 cpuFineClipRect)
    • addText

      public void addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
    • addText

      public void addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, float wrapWidth, ImVec4 cpuFineClipRect)
    • addText

      public void addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, float wrapWidth, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
    • addText

      public void addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, ImVec4 cpuFineClipRect)
    • addText

      public void addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
    • addText

      public void addText(ImFont font, int fontSize, ImVec2 pos, int col, String textBegin, String textEnd, ImVec4 cpuFineClipRect)
    • addText

      public void addText(ImFont font, int fontSize, float posX, float posY, int col, String textBegin, String textEnd, float cpuFineClipRectX, float cpuFineClipRectY, float cpuFineClipRectZ, float cpuFineClipRectW)
    • addBezierCubic

      public void addBezierCubic(ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, int col, float thickness)
      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

      public void addBezierQuadratic(ImVec2 p1, ImVec2 p2, ImVec2 p3, int col, float thickness)
      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

      public void addPolyline(ImVec2[] points, int numPoints, int col, int imDrawFlags, float thickness)
    • addConvexPolyFilled

      public void addConvexPolyFilled(ImVec2[] points, int numPoints, int col)
    • addConcavePolyFilled

      public void addConcavePolyFilled(ImVec2[] points, int numPoints, int col)
    • addImage

      public void addImage(long textureID, ImVec2 pMin, ImVec2 pMax)
    • addImage

      public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY)
    • addImage

      public void addImage(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin)
    • addImage

      public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY)
    • addImage

      public void addImage(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax)
    • addImage

      public void addImage(long textureID, float pMinX, float pMinY, float pMaxX, float pMaxY, float uvMinX, float uvMinY, float uvMaxX, float uvMaxY)
    • addImage

      public void addImage(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col)
    • 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

      public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4)
    • addImageQuad

      public void addImageQuad(long textureID, float p1X, float p1Y, float p2X, float p2Y, float p3X, float p3Y, float p4X, float p4Y)
    • addImageQuad

      public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1)
    • 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

      public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2)
    • 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

      public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3)
    • 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

      public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3, ImVec2 uv4)
    • 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

      public void addImageQuad(long textureID, ImVec2 p1, ImVec2 p2, ImVec2 p3, ImVec2 p4, ImVec2 uv1, ImVec2 uv2, ImVec2 uv3, ImVec2 uv4, int col)
    • 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

      public void addImageRounded(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col, float rounding)
    • 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

      public void addImageRounded(long textureID, ImVec2 pMin, ImVec2 pMax, ImVec2 uvMin, ImVec2 uvMax, int col, float rounding, int imDrawFlags)
    • 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

      public void pathLineTo(ImVec2 pos)
    • pathLineTo

      public void pathLineTo(float posX, float posY)
    • pathLineToMergeDuplicate

      public void pathLineToMergeDuplicate(ImVec2 pos)
    • 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

      public void pathArcTo(ImVec2 center, float radius, float aMin, float aMax)
    • pathArcTo

      public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax)
    • pathArcTo

      public void pathArcTo(ImVec2 center, float radius, float aMin, float aMax, int numSegments)
    • pathArcTo

      public void pathArcTo(float centerX, float centerY, float radius, float aMin, float aMax, int numSegments)
    • pathArcToFast

      public void pathArcToFast(ImVec2 center, float radius, int aMinOf12, int aMaxOf12)
      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

      public void pathEllipticalArcTo(ImVec2 center, ImVec2 radius, float rot, float aMin, float aMax)
    • pathEllipticalArcTo

      public void pathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax)
    • pathEllipticalArcTo

      public void pathEllipticalArcTo(ImVec2 center, ImVec2 radius, float rot, float aMin, float aMax, int numSegments)
    • pathEllipticalArcTo

      public void pathEllipticalArcTo(float centerX, float centerY, float radiusX, float radiusY, float rot, float aMin, float aMax, int numSegments)
    • pathBezierCubicCurveTo

      public void pathBezierCubicCurveTo(ImVec2 p2, ImVec2 p3, ImVec2 p4)
      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

      public void pathBezierCubicCurveTo(ImVec2 p2, ImVec2 p3, ImVec2 p4, int numSegments)
      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

      public void pathBezierQuadraticCurveTo(ImVec2 p2, ImVec2 p3)
      Quadratic Bezier (3 control points)
    • pathBezierQuadraticCurveTo

      public void pathBezierQuadraticCurveTo(float p2X, float p2Y, float p3X, float p3Y)
      Quadratic Bezier (3 control points)
    • pathBezierQuadraticCurveTo

      public void pathBezierQuadraticCurveTo(ImVec2 p2, ImVec2 p3, int numSegments)
      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

      public void pathRect(ImVec2 rectMin, ImVec2 rectMax)
    • pathRect

      public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY)
    • pathRect

      public void pathRect(ImVec2 rectMin, ImVec2 rectMax, float rounding)
    • pathRect

      public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding)
    • pathRect

      public void pathRect(ImVec2 rectMin, ImVec2 rectMax, float rounding, int imDrawFlags)
    • pathRect

      public void pathRect(float rectMinX, float rectMinY, float rectMaxX, float rectMaxY, float rounding, int imDrawFlags)
    • pathRect

      public void pathRect(ImVec2 rectMin, ImVec2 rectMax, int imDrawFlags)
    • 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

      public void primRect(ImVec2 a, ImVec2 b, int col)
    • primRect

      public void primRect(float aX, float aY, float bX, float bY, int col)
    • primRectUV

      public void primRectUV(ImVec2 a, ImVec2 b, ImVec2 uvA, ImVec2 uvB, int col)
    • primRectUV

      public void primRectUV(float aX, float aY, float bX, float bY, float uvAX, float uvAY, float uvBX, float uvBY, int col)
    • primQuadUV

      public void primQuadUV(ImVec2 a, ImVec2 b, ImVec2 c, ImVec2 d, ImVec2 uvA, ImVec2 uvB, ImVec2 uvC, ImVec2 uvD, int col)
    • 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

      public void primWriteVtx(ImVec2 pos, ImVec2 uv, int col)
    • primWriteVtx

      public void primWriteVtx(float posX, float posY, float uvX, float uvY, int col)
    • primWriteIdx

      public void primWriteIdx(int idx)
    • primVtx

      public void primVtx(ImVec2 pos, ImVec2 uv, int col)
    • primVtx

      public void primVtx(float posX, float posY, float uvX, float uvY, int col)