Searched refs:ImDrawData (Results 1 - 14 of 14) sorted by relevance
| /xsrc/external/mit/MesaLib.old/dist/src/intel/tools/imgui/ |
| H A D | imgui_impl_opengl3.h | 19 IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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| H A D | imgui_impl_opengl3.cpp | 100 void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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| /xsrc/external/mit/MesaLib/dist/src/intel/tools/imgui/ |
| H A D | imgui_impl_opengl3.h | 19 IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
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| H A D | imgui_impl_opengl3.cpp | 100 void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data)
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| /xsrc/external/mit/MesaLib.old/dist/src/imgui/ |
| H A D | imgui.h | 22 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) 95 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. 213 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) 1305 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. 1339 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. 1340 void (*RenderDrawListsFn)(ImDrawData* data); 1719 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) 1720 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. 1734 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates 1889 struct ImDrawData struct 1901 ImDrawData() { Valid = false; Clear(); } function in struct:ImDrawData [all...] |
| H A D | imgui_internal.h | 62 struct ImDrawDataBuilder; // Helper to build a ImDrawData instance 861 ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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| H A D | imgui_draw.cpp | 11 // [SECTION] ImDrawData 1268 // [SECTION] ImDrawData 1272 void ImDrawData::DeIndexAllBuffers() 1293 void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
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| H A D | imgui.cpp | 261 ImDrawData* draw_data = ImGui::GetDrawData(); 271 void void MyImGuiRenderFunction(ImDrawData* draw_data) 405 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. 496 new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). 878 your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. 3053 ImDrawData* ImGui::GetDrawData() 3727 static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data) 3884 // Setup ImDrawData structure for end-user
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| /xsrc/external/mit/MesaLib/dist/src/imgui/ |
| H A D | imgui.h | 22 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) 95 struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. 213 IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. (Obsolete: this used to be passed to your io.RenderDrawListsFn() function.) 1305 ImVec2 DisplayFramebufferScale; // = (1, 1) // For retina display or other situations where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. 1339 // You can obtain the ImDrawData* by calling ImGui::GetDrawData() after Render(). See example applications if you are unsure of how to implement this. 1340 void (*RenderDrawListsFn)(ImDrawData* data); 1719 // Draw List API (ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListFlags, ImDrawList, ImDrawData) 1720 // Hold a series of drawing commands. The user provides a renderer for ImDrawData which essentially contains an array of ImDrawList. 1734 ImVec4 ClipRect; // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates 1889 struct ImDrawData struct 1901 ImDrawData() { Valid = false; Clear(); } function in struct:ImDrawData [all...] |
| H A D | imgui_internal.h | 62 struct ImDrawDataBuilder; // Helper to build a ImDrawData instance 861 ImDrawData DrawData; // Main ImDrawData instance to pass render information to the user
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| H A D | imgui_draw.cpp | 11 // [SECTION] ImDrawData 1268 // [SECTION] ImDrawData 1272 void ImDrawData::DeIndexAllBuffers() 1293 void ImDrawData::ScaleClipRects(const ImVec2& fb_scale)
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| H A D | imgui.cpp | 261 ImDrawData* draw_data = ImGui::GetDrawData(); 271 void void MyImGuiRenderFunction(ImDrawData* draw_data) 405 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display. 496 new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data). 878 your own ImDrawListSharedData, and then call your rendered code with your own ImDrawList or ImDrawData data. 3053 ImDrawData* ImGui::GetDrawData() 3727 static void SetupDrawData(ImVector<ImDrawList*>* draw_lists, ImDrawData* draw_data) 3884 // Setup ImDrawData structure for end-user
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| /xsrc/external/mit/MesaLib.old/dist/src/vulkan/overlay-layer/ |
| H A D | overlay.cpp | 929 ImDrawData* draw_data = ImGui::GetDrawData();
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| /xsrc/external/mit/MesaLib/dist/src/vulkan/overlay-layer/ |
| H A D | overlay.cpp | 1168 ImDrawData* draw_data = ImGui::GetDrawData();
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