Demo: Custom Rendering: better demonstrate PathArcTo(), PathBezierQuadraticCurveTo(), PathBezierCubicCurveTo(), PathStroke(), PathFillConvex() functions.

This commit is contained in:
ocornut
2024-02-20 16:33:54 +01:00
parent 3b6d924acd
commit 198c38f0b1
3 changed files with 36 additions and 6 deletions
+2 -1
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@@ -2765,7 +2765,8 @@ struct ImDrawList
IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0);
// Stateful path API, add points then finish with PathFillConvex() or PathStroke()
// - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing.
// so e.g. 'PathArcTo(center, radius, PI * -0.5f, PI)' is ok, whereas 'PathArcTo(center, radius, PI, PI * -0.5f)' won't have correct anti-aliasing when followed by PathFillConvex().
inline void PathClear() { _Path.Size = 0; }
inline void PathLineTo(const ImVec2& pos) { _Path.push_back(pos); }
inline void PathLineToMergeDuplicate(const ImVec2& pos) { if (_Path.Size == 0 || memcmp(&_Path.Data[_Path.Size - 1], &pos, 8) != 0) _Path.push_back(pos); }