/third_party/mesa3d/src/imgui/ |
H A D | imgui.h | 593 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); 1821 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
H A D | imgui.cpp | 475 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. 2479 window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); in RenderNavHighlight() 3745 void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) in PushClipRect() function in ImGui 3748 window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); in PushClipRect() 5196 PushClipRect(parent_window->ClipRect.Min, parent_window->ClipRect.Max, true); in Begin() 5198 PushClipRect(viewport_rect.Min, viewport_rect.Max, true); in Begin() 5451 PushClipRect(windo in Begin() [all...] |
H A D | imgui_draw.cpp | 479 // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) 480 void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) in PushClipRect() function in ImDrawList 500 PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); in PushClipRectFullScreen()
|
H A D | imgui_widgets.cpp | 5538 PushClipRect(clip_rect.Min, clip_rect.Max, false); 6218 PushClipRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max + ImVec2(g.Style.ItemInnerSpacing.x, 0.0f), true); 6438 PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->BarRect.Min.x), bb.Min.y - 1), ImVec2(tab_bar->BarRect.Max.x, bb.Max.y), true);
|
/third_party/skia/third_party/externals/imgui/ |
H A D | imgui_tables.cpp | 1129 inner_window->DrawList->PushClipRect(inner_window->ClipRect.Min, inner_window->ClipRect.Max, false); in TableUpdateLayout() 2222 // Optimization: avoid SetCurrentChannel() + PushClipRect() in TablePushBackgroundChannel() 2499 inner_drawlist->PushClipRect(table->Bg0ClipRectForDrawCmd.Min, table->Bg0ClipRectForDrawCmd.Max, false); in TableDrawBorders() 3632 // [Internal] Small optimization to avoid calls to PopClipRect/SetCurrentChannel/PushClipRect in sequences, 3768 PushClipRect(column->ClipRect.Min, column->ClipRect.Max, false); 3779 // Optimization: avoid SetCurrentChannel() + PushClipRect() 3922 // Optimization: avoid PopClipRect() + SetCurrentChannel() + PushClipRect()
|
H A D | imgui.h | 825 // - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. 826 IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect); 2417 IMGUI_API void PushClipRect(ImVec2 clip_rect_min, ImVec2 clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling)
|
H A D | imgui.cpp | 602 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer. 2921 window->DrawList->PushClipRect(display_rect.Min, display_rect.Max); in RenderNavHighlight() 3518 draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); in GetViewportDrawList() 4400 void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect) in PushClipRect() function in ImGui 4403 window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect); in PushClipRect() 6198 PushClipRect(host_rect.Min, host_rect.Max, false); in Begin() 6370 PushClipRect(windo in Begin() [all...] |
H A D | imgui_draw.cpp | 577 // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) 578 void ImDrawList::PushClipRect(ImVec2 cr_min, ImVec2 cr_max, bool intersect_with_current_clip_rect) in PushClipRect() function in ImDrawList 599 PushClipRect(ImVec2(_Data->ClipRectFullscreen.x, _Data->ClipRectFullscreen.y), ImVec2(_Data->ClipRectFullscreen.z, _Data->ClipRectFullscreen.w)); in PushClipRectFullScreen()
|
H A D | imgui_demo.cpp | 3110 "Using ImGui::PushClipRect():\n" in ShowDemoWindowLayout() 3113 ImGui::PushClipRect(p0, p1, true); in ShowDemoWindowLayout() 3120 "Using ImDrawList::PushClipRect():\n" in ShowDemoWindowLayout() 3123 draw_list->PushClipRect(p0, p1, true); in ShowDemoWindowLayout() 7272 // Here we demonstrate that this can be replaced by simple offsetting + custom drawing + PushClipRect/PopClipRect() calls. 7340 draw_list->PushClipRect(canvas_p0, canvas_p1, true);
|
H A D | imgui_widgets.cpp | 1722 PushClipRect(preview_data->PreviewRect.Min, preview_data->PreviewRect.Max, true); in BeginComboPreview() 1736 if (draw_list->CmdBuffer.Size > 1) // Unlikely case that the PushClipRect() didn't create a command in EndComboPreview() 6689 PushClipRect(clip_rect.Min, clip_rect.Max, false); 7974 PushClipRect(ImVec2(ImMax(bb.Min.x, tab_bar->ScrollingRectMinX), bb.Min.y - 1), ImVec2(tab_bar->ScrollingRectMaxX, bb.Max.y), true);
|