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Searched refs:PushClipRect (Results 1 - 10 of 10) sorted by relevance

/third_party/mesa3d/src/imgui/
H A Dimgui.h593 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 Dimgui.cpp475 - 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 Dimgui_draw.cpp479 // 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 Dimgui_widgets.cpp5538 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 Dimgui_tables.cpp1129 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 Dimgui.h825 // - 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 Dimgui.cpp602 - 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 Dimgui_draw.cpp577 // 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 Dimgui_demo.cpp3110 "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 Dimgui_widgets.cpp1722 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);

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