IMGUI_APIvoidAddConvexPolyFilled(constImVec2*points,intnum_points,ImU32col);// Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_APIvoidAddConvexPolyFilled(constImVec2*points,intnum_points,ImU32col);// Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_APIvoidAddQuadBezierCurve(constImVec2&p1,constImVec2&p2,constImVec2&p3,ImU32col,floatthickness,intnum_segments=0);// Quad Bezier (3 control points)
IMGUI_APIvoidAddBezierCurve(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,ImU32col,floatthickness,intnum_segments=0);// Cubic Bezier (4 control points)
IMGUI_APIvoidAddBezierCurve(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,ImU32col,floatthickness,intnum_segments=0);// Cubic Bezier (4 control points)
IMGUI_APIvoidAddQuadBezierCurve(constImVec2&p1,constImVec2&p2,constImVec2&p3,ImU32col,floatthickness,intnum_segments=0);// Quadratic Bezier (3 control points)
// Image primitives
// Image primitives
// - Read FAQ to understand what ImTextureID is.
// - Read FAQ to understand what ImTextureID is.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
// - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle.
@ -2375,9 +2375,9 @@ struct ImDrawList
inlinevoidPathFillConvex(ImU32col){AddConvexPolyFilled(_Path.Data,_Path.Size,col);_Path.Size=0;}// Note: Anti-aliased filling requires points to be in clockwise order.
inlinevoidPathFillConvex(ImU32col){AddConvexPolyFilled(_Path.Data,_Path.Size,col);_Path.Size=0;}// Note: Anti-aliased filling requires points to be in clockwise order.
IMGUI_APIImVec2ImBezierClosestPoint(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,constImVec2&p,intnum_segments);// For curves with explicit number of segments
IMGUI_APIImVec2ImBezierClosestPoint(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,constImVec2&p,intnum_segments);// For curves with explicit number of segments
IMGUI_APIImVec2ImBezierClosestPointCasteljau(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,constImVec2&p,floattess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
IMGUI_APIImVec2ImBezierClosestPointCasteljau(constImVec2&p1,constImVec2&p2,constImVec2&p3,constImVec2&p4,constImVec2&p,floattess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol