G1R AngelScript
Scripting reference for the Gothic 1 Remake
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ImDrawList Member List

This is the complete list of members for ImDrawList, including all inherited members.

AddBezierCubic(FVector2D P1, FVector2D P2, FVector2D P3, FVector2D P4, FColor Color, float32 Thickness, int NumSegments=0)ImDrawList
AddBezierQuadratic(FVector2D P1, FVector2D P2, FVector2D P3, FColor Color, float32 Thickness, int NumSegments=0)ImDrawList
AddCircle(FVector2D Center, float32 Radius, FColor Color, int NumSegments=0, float32 Thickness=1.0f)ImDrawList
AddCircleFilled(FVector2D Center, float32 Radius, FColor Color, int NumSegments=0)ImDrawList
AddConvexPolyFilled(TArray< FVector2D > Points, FColor Color)ImDrawList
AddImage(UTexture Texture, FVector2D Min, FVector2D Max, FVector2D UvMin=FVector2D(0, 0), FVector2D UvMax=FVector2D(1, 1), FColor Color=FColor(255, 255, 255, 255))ImDrawList
AddImageQuad(UTexture Texture, FVector2D P1, FVector2D P2, FVector2D P3, FVector2D P4, FVector2D Uv1=FVector2D(0, 0), FVector2D Uv2=FVector2D(1, 0), FVector2D Uv3=FVector2D(1, 1), FVector2D Uv4=FVector2D(0, 1), FColor Color=FColor(255, 255, 255, 255))ImDrawList
AddImageRounded(UTexture Texture, FVector2D Min, FVector2D Max, FColor Color, float32 Rounding, int Flags=ImDrawFlags ::None, FVector2D UvMin=FVector2D(0, 0), FVector2D UvMax=FVector2D(1, 1))ImDrawList
AddLine(FVector2D P1, FVector2D P2, FColor Color, float32 Thickness=1.0f)ImDrawList
AddPolyline(TArray< FVector2D > Points, FColor Color, int Flags, float32 Thickness)ImDrawList
AddQuad(FVector2D P1, FVector2D P2, FVector2D P3, FVector2D P4, FColor Color, float32 Thickness=1.0f)ImDrawList
AddQuadFilled(FVector2D P1, FVector2D P2, FVector2D P3, FVector2D P4, FColor Color)ImDrawList
AddRect(FVector2D Min, FVector2D Max, FColor Color, float32 Rounding=0.0f, int Flags=ImDrawFlags ::None, float32 Thickness=1.0f)ImDrawList
AddRectFilled(FVector2D Min, FVector2D Max, FColor Color, float32 Rounding=0.0f, int Flags=ImDrawFlags ::None)ImDrawList
AddText(FVector2D Pos, FColor Color, FString Text)ImDrawList
AddTriangle(FVector2D P1, FVector2D P2, FVector2D P3, FColor Color, float32 Thickness=1.0f)ImDrawList
AddTriangleFilled(FVector2D P1, FVector2D P2, FVector2D P3, FColor Color)ImDrawList
ChannelsMerge()ImDrawList
ChannelsSetCurrent(int Index)ImDrawList
ChannelsSplit(int Count)ImDrawList
ClipRectMaxImDrawList
ClipRectMinImDrawList
GetClipRectMax() constImDrawList
GetClipRectMin() constImDrawList
PathArcTo(FVector2D Center, float32 Radius, float32 AngleMin, float32 AngleMax, int NumSegments=0)ImDrawList
PathClear()ImDrawList
PathFillConvex(FColor Color)ImDrawList
PathLineTo(FVector2D Pos)ImDrawList
PathRect(FVector2D RectMin, FVector2D RectMax, float32 Rounding=0.0f, int Flags=ImDrawFlags ::None)ImDrawList
PathStroke(FColor Color, int Flags=ImDrawFlags ::None, float32 Thickness=1.0f)ImDrawList
PopClipRect()ImDrawList
PushClipRect(FVector2D Min, FVector2D Max, bool bIntersectWithCurrent=false)ImDrawList
PushClipRectFullScreen()ImDrawList