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Add AddImageRounded() to ImDrawList
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2
imgui.h
2
imgui.h
@ -1308,6 +1308,7 @@ struct ImDrawList
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IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
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IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& d, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,0), const ImVec2& uv_c = ImVec2(1,1), const ImVec2& uv_d = ImVec2(0,1), ImU32 col = 0xFFFFFFFF);
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IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, float rounding, const ImVec2& uv_a = ImVec2(0,0), const ImVec2& uv_b = ImVec2(1,1), ImU32 col = 0xFFFFFFFF, int rounding_corners = ~0);
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IMGUI_API void AddPolyline(const ImVec2* points, const int num_points, ImU32 col, bool closed, float thickness, bool anti_aliased);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, const int num_points, ImU32 col, bool anti_aliased);
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IMGUI_API void AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
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@ -1347,6 +1348,7 @@ struct ImDrawList
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inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); }
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IMGUI_API void UpdateClipRect();
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IMGUI_API void UpdateTextureID();
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IMGUI_API void PrimDistributeUV(ImDrawVert* start, ImDrawVert* end, const ImVec2& a, const ImVec2& b, const ImVec2& uv_a, const ImVec2& uv_b, bool clamp);
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};
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// All draw data to render an ImGui frame
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@ -1152,6 +1152,41 @@ void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& a, cons
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PopTextureID();
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}
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void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, float rounding, const ImVec2& uv_a, const ImVec2& uv_b, ImU32 col, int rounding_corners)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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if (rounding <= 0.0f)
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{
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AddImage(user_texture_id, a, b, uv_a, uv_b, col);
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return;
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}
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// FIXME-OPT: This is wasting draw calls.
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const bool push_texture_id = _TextureIdStack.empty() || user_texture_id != _TextureIdStack.back();
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if (push_texture_id)
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PushTextureID(user_texture_id);
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if (rounding > 0.0f && rounding_corners != 0)
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{
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size_t startIndex = VtxBuffer.size();
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PathRect(a, b, rounding, rounding_corners);
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PathFillConvex(col);
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size_t endIndex = VtxBuffer.size();
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ImGui::ShadeVertsLinearUV(VtxBuffer.Data + startIndex, VtxBuffer.Data + endIndex, a, b, uv_a, uv_b, true);
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}
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else
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{
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PrimReserve(6, 4);
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PrimRectUV(a, b, uv_a, uv_b, col);
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}
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if (push_texture_id)
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PopTextureID();
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}
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//-----------------------------------------------------------------------------
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// ImDrawData
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//-----------------------------------------------------------------------------
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