G1R AngelScript
Scripting reference for the Gothic 1 Remake
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ImDrawList Class Reference

Public Member Functions

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

Public Attributes

Variables
const FVector2D ClipRectMax
const FVector2D ClipRectMin

Member Function Documentation

◆ AddBezierCubic()

void AddBezierCubic ( FVector2D P1,
FVector2D P2,
FVector2D P3,
FVector2D P4,
FColor Color,
float32 Thickness,
int NumSegments = 0 )

◆ AddBezierQuadratic()

void AddBezierQuadratic ( FVector2D P1,
FVector2D P2,
FVector2D P3,
FColor Color,
float32 Thickness,
int NumSegments = 0 )

◆ AddCircle()

void AddCircle ( FVector2D Center,
float32 Radius,
FColor Color,
int NumSegments = 0,
float32 Thickness = 1.0f )

◆ AddCircleFilled()

void AddCircleFilled ( FVector2D Center,
float32 Radius,
FColor Color,
int NumSegments = 0 )

◆ AddConvexPolyFilled()

void AddConvexPolyFilled ( TArray< FVector2D > Points,
FColor Color )

◆ AddImage()

void AddImage ( UTexture Texture,
FVector2D Min,
FVector2D Max,
FVector2D UvMin = FVector2D ( 0 , 0 ),
FVector2D UvMax = FVector2D ( 1 , 1 ),
FColor Color = FColor ( 255 , 255 , 255 , 255 ) )

◆ AddImageQuad()

void 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 ) )

◆ AddImageRounded()

void 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 ) )

◆ AddLine()

void AddLine ( FVector2D P1,
FVector2D P2,
FColor Color,
float32 Thickness = 1.0f )

◆ AddPolyline()

void AddPolyline ( TArray< FVector2D > Points,
FColor Color,
int Flags,
float32 Thickness )

◆ AddQuad()

void AddQuad ( FVector2D P1,
FVector2D P2,
FVector2D P3,
FVector2D P4,
FColor Color,
float32 Thickness = 1.0f )

◆ AddQuadFilled()

void AddQuadFilled ( FVector2D P1,
FVector2D P2,
FVector2D P3,
FVector2D P4,
FColor Color )

◆ AddRect()

void AddRect ( FVector2D Min,
FVector2D Max,
FColor Color,
float32 Rounding = 0.0f,
int Flags = ImDrawFlags :: None,
float32 Thickness = 1.0f )

◆ AddRectFilled()

void AddRectFilled ( FVector2D Min,
FVector2D Max,
FColor Color,
float32 Rounding = 0.0f,
int Flags = ImDrawFlags :: None )

◆ AddText()

void AddText ( FVector2D Pos,
FColor Color,
FString Text )

◆ AddTriangle()

void AddTriangle ( FVector2D P1,
FVector2D P2,
FVector2D P3,
FColor Color,
float32 Thickness = 1.0f )

◆ AddTriangleFilled()

void AddTriangleFilled ( FVector2D P1,
FVector2D P2,
FVector2D P3,
FColor Color )

◆ ChannelsMerge()

void ChannelsMerge ( )

◆ ChannelsSetCurrent()

void ChannelsSetCurrent ( int Index)

◆ ChannelsSplit()

void ChannelsSplit ( int Count)

◆ GetClipRectMax()

FVector2D GetClipRectMax ( ) const

◆ GetClipRectMin()

FVector2D GetClipRectMin ( ) const

◆ PathArcTo()

void PathArcTo ( FVector2D Center,
float32 Radius,
float32 AngleMin,
float32 AngleMax,
int NumSegments = 0 )

◆ PathClear()

void PathClear ( )

◆ PathFillConvex()

void PathFillConvex ( FColor Color)

◆ PathLineTo()

void PathLineTo ( FVector2D Pos)

◆ PathRect()

void PathRect ( FVector2D RectMin,
FVector2D RectMax,
float32 Rounding = 0.0f,
int Flags = ImDrawFlags :: None )

◆ PathStroke()

void PathStroke ( FColor Color,
int Flags = ImDrawFlags :: None,
float32 Thickness = 1.0f )

◆ PopClipRect()

void PopClipRect ( )

◆ PushClipRect()

void PushClipRect ( FVector2D Min,
FVector2D Max,
bool bIntersectWithCurrent = false )

◆ PushClipRectFullScreen()

void PushClipRectFullScreen ( )

Member Data Documentation

◆ ClipRectMax

const FVector2D ClipRectMax

◆ ClipRectMin

const FVector2D ClipRectMin