package imgui // #include "DrawListWrapper.h" import "C" import ( "unsafe" ) // DrawList is a 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 render function for rendering. // // Each ImGui window contains its own DrawList. You can use GetWindowDrawList() to access // the current window draw list and draw custom primitives. // // You can interleave normal ImGui calls and adding primitives to the current draw list. // // All positions are generally in pixel coordinates (top-left at (0,0), bottom-right at io.DisplaySize), // however you are totally free to apply whatever transformation matrix to want to the data // (if you apply such transformation you'll want to apply it to ClipRect as well) // // Important: Primitives are always added to the list and not culled (culling is done at // higher-level by ImGui functions), if you use this API a lot consider coarse culling your drawn objects. type DrawList uintptr func (list DrawList) handle() C.IggDrawList { return C.IggDrawList(list) } // Commands returns the list of draw commands. // Typically 1 command = 1 GPU draw call, unless the command is a callback. func (list DrawList) Commands() []DrawCommand { count := int(C.iggDrawListGetCommandCount(list.handle())) commands := make([]DrawCommand, count) for i := 0; i < count; i++ { commands[i] = DrawCommand(C.iggDrawListGetCommand(list.handle(), C.int(i))) } return commands } // VertexBufferLayout returns the byte sizes necessary to select fields in a vertex buffer of a DrawList. func VertexBufferLayout() (entrySize int, posOffset int, uvOffset int, colOffset int) { var entrySizeArg C.size_t var posOffsetArg C.size_t var uvOffsetArg C.size_t var colOffsetArg C.size_t C.iggGetVertexBufferLayout(&entrySizeArg, &posOffsetArg, &uvOffsetArg, &colOffsetArg) entrySize = int(entrySizeArg) posOffset = int(posOffsetArg) uvOffset = int(uvOffsetArg) colOffset = int(colOffsetArg) return } // VertexBuffer returns the handle information of the whole vertex buffer. // Returned are the handle pointer and the total byte size. // The buffer is a packed array of vertex entries, each consisting of a 2D position vector, a 2D UV vector, // and a 4-byte color value. To determine the byte size and offset values, call VertexBufferLayout. func (list DrawList) VertexBuffer() (unsafe.Pointer, int) { var data unsafe.Pointer var size C.int C.iggDrawListGetRawVertexBuffer(list.handle(), &data, &size) return data, int(size) } // IndexBufferLayout returns the byte size necessary to select fields in an index buffer of DrawList. func IndexBufferLayout() (entrySize int) { var entrySizeArg C.size_t C.iggGetIndexBufferLayout(&entrySizeArg) entrySize = int(entrySizeArg) return } // IndexBuffer returns the handle information of the whole index buffer. // Returned are the handle pointer and the total byte size. // The buffer is a packed array of index entries, each consisting of an integer offset. // To determine the byte size, call IndexBufferLayout. func (list DrawList) IndexBuffer() (unsafe.Pointer, int) { var data unsafe.Pointer var size C.int C.iggDrawListGetRawIndexBuffer(list.handle(), &data, &size) return data, int(size) } func (list DrawList) AddLine(p1, p2 Vec2, col Vec4, thickness float32) { c := GetColorU32(col) p1Arg, _ := p1.wrapped() p2Arg, _ := p2.wrapped() C.iggDrawListAddLine(list.handle(), p1Arg, p2Arg, C.uint(c), C.float(thickness)) } func (list DrawList) AddRect(pMin, pMax Vec2, col Vec4, rounding float32, rounding_corners int, thickness float32) { c := GetColorU32(col) pMinArg, _ := pMin.wrapped() pMaxArg, _ := pMax.wrapped() C.iggDrawListAddRect(list.handle(), pMinArg, pMaxArg, C.uint(c), C.float(rounding), C.int(rounding_corners), C.float(thickness)) } func (list DrawList) AddRectFilled(pMin, pMax Vec2, col Vec4, rounding float32, rounding_corners int) { c := GetColorU32(col) pMinArg, _ := pMin.wrapped() pMaxArg, _ := pMax.wrapped() C.iggDrawListAddRectFilled(list.handle(), pMinArg, pMaxArg, C.uint(c), C.float(rounding), C.int(rounding_corners)) } func (list DrawList) AddText(pos Vec2, col Vec4, text string) { c := GetColorU32(col) posArg, _ := pos.wrapped() textArg, textFin := wrapString(text) defer textFin() C.iggDrawListAddText(list.handle(), posArg, C.uint(c), textArg) } func (list DrawList) AddBezierCubic(pos0, cp0, cp1, pos1 Vec2, col Vec4, thickness float32, num_segments int) { c := GetColorU32(col) pos0Arg, _ := pos0.wrapped() cp0Arg, _ := cp0.wrapped() cp1Arg, _ := cp1.wrapped() pos1Arg, _ := pos1.wrapped() C.iggDrawListAddBezierCubic(list.handle(), pos0Arg, cp0Arg, cp1Arg, pos1Arg, C.uint(c), C.float(thickness), C.int(num_segments)) } func (list DrawList) AddTriangle(p1, p2, p3 Vec2, col Vec4, thickness float32) { c := GetColorU32(col) p1Arg, _ := p1.wrapped() p2Arg, _ := p2.wrapped() p3Arg, _ := p3.wrapped() C.iggDrawListAddTriangle(list.handle(), p1Arg, p2Arg, p3Arg, C.uint(c), C.float(thickness)) } func (list DrawList) AddTriangleFilled(p1, p2, p3 Vec2, col Vec4) { c := GetColorU32(col) p1Arg, _ := p1.wrapped() p2Arg, _ := p2.wrapped() p3Arg, _ := p3.wrapped() C.iggDrawListAddTriangleFilled(list.handle(), p1Arg, p2Arg, p3Arg, C.uint(c)) } func (list DrawList) AddCircle(center Vec2, radius float32, col Vec4, segments int, thickness float32) { c := GetColorU32(col) centerArg, _ := center.wrapped() C.iggDrawListAddCircle(list.handle(), centerArg, C.float(radius), C.uint(c), C.int(segments), C.float(thickness)) } func (list DrawList) AddCircleFilled(center Vec2, radius float32, col Vec4) { c := GetColorU32(col) centerArg, _ := center.wrapped() C.iggDrawListAddCircleFilled(list.handle(), centerArg, C.float(radius), C.uint(c), 0) } func (list DrawList) AddQuad(p1, p2, p3, p4 Vec2, col Vec4, thickness float32) { c := GetColorU32(col) p1Arg, _ := p1.wrapped() p2Arg, _ := p2.wrapped() p3Arg, _ := p3.wrapped() p4Arg, _ := p4.wrapped() C.iggDrawListAddQuad(list.handle(), p1Arg, p2Arg, p3Arg, p4Arg, C.uint(c), C.float(thickness)) } func (list DrawList) AddQuadFilled(p1, p2, p3, p4 Vec2, col Vec4) { c := GetColorU32(col) p1Arg, _ := p1.wrapped() p2Arg, _ := p2.wrapped() p3Arg, _ := p3.wrapped() p4Arg, _ := p4.wrapped() C.iggDrawListAddQuadFilled(list.handle(), p1Arg, p2Arg, p3Arg, p4Arg, C.uint(c)) } // Stateful path API, add points then finish with PathFillConvex() or PathStroke() func (list DrawList) PathClear() { C.iggDrawListPathClear(list.handle()) } func (list DrawList) PathLineTo(pos Vec2) { posArg, _ := pos.wrapped() C.iggDrawListPathLineTo(list.handle(), posArg) } func (list DrawList) PathLineToMergeDuplicate(pos Vec2) { posArg, _ := pos.wrapped() C.iggDrawListPathLineToMergeDuplicate(list.handle(), posArg) } func (list DrawList) PathFillConvex(col Vec4) { C.iggDrawListPathFillConvex(list.handle(), C.uint(GetColorU32(col))) } func (list DrawList) PathStroke(col Vec4, closed bool, thickness float32) { C.iggDrawListPathStroke(list.handle(), C.uint(GetColorU32(col)), castBool(closed), C.float(thickness)) } func (list DrawList) PathArcTo(center Vec2, radius, a_min, a_max float32, num_segments int) { centerArg, _ := center.wrapped() C.iggDrawListPathArcTo(list.handle(), centerArg, C.float(radius), C.float(a_min), C.float(a_max), C.int(num_segments)) } func (list DrawList) PathArcToFast(center Vec2, radius float32, a_min_of_12, a_max_of_12 int) { centerArg, _ := center.wrapped() C.iggDrawListPathArcToFast(list.handle(), centerArg, C.float(radius), C.int(a_min_of_12), C.int(a_max_of_12)) } func (list DrawList) PathBezierCubicCurveTo(p1, p2, p3 Vec2, num_segments int) { p1Arg, _ := p1.wrapped() p2Arg, _ := p2.wrapped() p3Arg, _ := p3.wrapped() C.iggDrawListPathBezierCubicCurveTo(list.handle(), p1Arg, p2Arg, p3Arg, C.int(num_segments)) } func (list DrawList) AddImage(textureId TextureID, pMin, pMax Vec2) { pMinArg, _ := pMin.wrapped() pMaxArg, _ := pMax.wrapped() C.iggDrawListAddImage(list.handle(), C.IggTextureID(textureId), pMinArg, pMaxArg) } func (list DrawList) AddImageV(textureId TextureID, pMin, pMax Vec2, uvMin, uvMax Vec2, col Vec4) { c := GetColorU32(col) pMinArg, _ := pMin.wrapped() pMaxArg, _ := pMax.wrapped() uvMinArg, _ := uvMin.wrapped() uvMaxArg, _ := uvMax.wrapped() C.iggDrawListAddImageV(list.handle(), C.IggTextureID(textureId), pMinArg, pMaxArg, uvMinArg, uvMaxArg, C.uint(c)) }