@ -30,12 +30,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
!- scrolling: allow immediately effective change of scroll after Begin() if we haven't appended items yet.
- scrolling/clipping: separator on the initial position of a window is not visible (cursorpos.y <= clippos.y). (2017-08-20: can't repro)
- drawlist: move Font, FontSize, FontTexUvWhitePixel inside ImDrawList and make it self-contained (apart from drawing settings?)
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: end-user probably can't call Clear() directly because we expect a texture to be pushed in the stack.
- drawlist: maintaining bounding box per command would allow to merge draw command when clipping isn't relied on (typical non-scrolling window or non-overflowing column would merge with previous command).
- drawlist: avoid passing null (-9999,+9999) rectangle to end-user, instead perhaps pass rectangle based on io.DisplaySize?
- drawlist: primtiives/helpers to manipulate vertices post submission, so e.g. a quad/rect can be resized to fit later submitted content, _without_ using the ChannelSplit api
- drawlist: make it easier to toggle AA per primitive, so we can use e.g. non-AA fill + AA borders more naturally
- drawlist: non-AA strokes have gaps between points (#593, #288), especially RenderCheckmark().
- drawlist: would be good to be able to deep copy a draw list (ImVector= op?).
- drawlist/opt: AddRect() axis aligned pixel aligned (no-aa) could use 8 triangles instead of 16 and no normal calculation.
DisplayWindowPadding=ImVec2(22,22);// Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
DisplaySafeAreaPadding=ImVec2(4,4);// If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
AntiAliasedLines=true;// Enable anti-aliasing on lines/borders. Disable if you are really short on CPU/GPU.
AntiAliasedShapes=true;// Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
CurveTessellationTol=1.25f;// Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
@ -79,6 +79,7 @@ typedef int ImGuiKey; // enum: a key identifier (ImGui-side enum)
typedefintImGuiMouseCursor;// enum: a mouse cursor identifier // enum ImGuiMouseCursor_
typedefintImGuiStyleVar;// enum: a variable identifier for styling // enum ImGuiStyleVar_
typedefintImDrawCornerFlags;// flags: for ImDrawList::AddRect*() etc. // enum ImDrawCornerFlags_
typedefintImDrawListFlags;// flags: for ImDrawList // enum ImDrawListFlags_
typedefintImGuiColorEditFlags;// flags: for ColorEdit*(), ColorPicker*() // enum ImGuiColorEditFlags_
typedefintImGuiColumnsFlags;// flags: for *Columns*() // enum ImGuiColumnsFlags_
typedefintImGuiDragDropFlags;// flags: for *DragDrop*() // enum ImGuiDragDropFlags_
@ -855,7 +856,7 @@ struct ImGuiStyle
ImVec2DisplayWindowPadding;// Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2DisplaySafeAreaPadding;// If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
boolAntiAliasedLines;// Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
boolAntiAliasedShapes;// Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
boolAntiAliasedFill;// Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
floatCurveTessellationTol;// Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
ImVec4Colors[ImGuiCol_COUNT];
@ -1372,6 +1373,12 @@ enum ImDrawCornerFlags_
ImDrawCornerFlags_All=0xF// In your function calls you may use ~0 (= all bits sets) instead of ImDrawCornerFlags_All, as a convenience
};
enumImDrawListFlags_
{
ImDrawListFlags_AntiAliasedLines=1<<0,
ImDrawListFlags_AntiAliasedFill=1<<1
};
// 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 ImGui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to access the current window draw list and draw custom primitives.
@ -1386,6 +1393,7 @@ struct ImDrawList
ImVector<ImDrawVert>VtxBuffer;// Vertex buffer.
// [Internal, used while building lists]
ImDrawListFlagsFlags;// Flags, you may poke into these to adjust anti-aliasing settings per-primitive.
constImDrawListSharedData*_Data;// Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context)
constchar*_OwnerName;// Pointer to owner window's name for debugging
ImGui::Checkbox("Anti-aliased lines",&style.AntiAliasedLines);ImGui::SameLine();ShowHelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");