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DrawList: ImDrawFlags_AALineEnds also requires ImDrawFlags_AALine, which makes it easier for widgets to opt-in AAEnds.
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2
imgui.h
2
imgui.h
@@ -3459,7 +3459,7 @@ enum ImDrawFlags_
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// Stroke/Fill Anti-aliasing ------------------ // Prim/Scope?
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ImDrawFlags_AAFill = 1 << 12, // OK* OK(1) // Enable anti-aliasing for Filled shapes.
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ImDrawFlags_AALines = 1 << 13, // OK* OK(1) // Enable anti-aliasing for Strokes (lines, borders).
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ImDrawFlags_AALineEnds = 1 << 14, // OK OK(0) // Enable anti-aliasing for Strokes Ends. Useful on thick strokes or for precise continuity of multiple lines. A little more costly.
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ImDrawFlags_AALineEnds = 1 << 14, // OK OK(0) // Enable anti-aliasing for Strokes Ends. Requires AALines to also be enabled. Useful on thick strokes or for precise continuity of multiple lines. A little more costly.
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//ImDrawFlags_NoAA = 1 << 15, // OK -- // Disable anti-aliasing for a given primitive.
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//ImDrawFlags_NoAALineEnds = 1 << 16, // OK -- // Disable anti-aliasing ends for a given primitive.
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@@ -8935,8 +8935,9 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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Checkbox("Anti-aliased lines", &style.AntiAliasedLines);
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SameLine();
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HelpMarker("When disabling anti-aliasing lines, you'll probably want to disable borders in your style as well.");
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BeginDisabled(style.AntiAliasedLines == false);
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Checkbox("Anti-aliased line ends", &style.AntiAliasedLineEnds);
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EndDisabled();
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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BeginDisabled();
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@@ -1051,6 +1051,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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const float half_aa = _FringeScale * 0.5f; // Used for end caps, does not use "fringe" since end cap AA is not using the texture.
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const float half_thickness = thickness * 0.5f;
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const bool use_aa_ends = (flags & (ImDrawFlags_AALines | ImDrawFlags_AALineEnds)) == (ImDrawFlags_AALines | ImDrawFlags_AALineEnds);
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const int first_vtx_offset = (int)(_VtxWritePtr - VtxBuffer.Data);
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int base_idx = (int)_VtxCurrentIdx;
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@@ -1079,7 +1080,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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p1.y -= dir.y * half_thickness;
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}
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if ((flags & ImDrawFlags_AALineEnds) == 0)
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if (!use_aa_ends)
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{
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base_idx = (int)_VtxCurrentIdx;
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IM_APPEND_VTX(p1.x - n1.x * thickness0, p1.y - n1.y * thickness0, uv0, col);
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@@ -1265,7 +1266,7 @@ void ImDrawList::AddPolyline(const ImVec2* points, const int points_count, ImU32
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p1.y += dir.y * half_thickness;
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}
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if ((flags & ImDrawFlags_AALineEnds) == 0)
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if (!use_aa_ends)
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{
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IM_APPEND_VTX(p1.x - n1.x * thickness0, p1.y - n1.y * thickness0, uv0, col);
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IM_APPEND_VTX(p1.x + n1.x * thickness1, p1.y + n1.y * thickness1, uv1, col);
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@@ -1895,8 +1896,9 @@ void ImDrawList::_AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float t
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const float half_aa = _FringeScale * 0.5f; // Used for end caps, does not use "fringe" since end cap AA is not using the texture.
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const float half_thickness = thickness * 0.5f;
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const bool use_aa_ends = (flags & (ImDrawFlags_AALines | ImDrawFlags_AALineEnds)) == (ImDrawFlags_AALines | ImDrawFlags_AALineEnds);
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if ((flags & ImDrawFlags_AALineEnds) == 0)
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if (!use_aa_ends)
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PrimReserve(2*3, 4);
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else
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PrimReserve(6*3, 8);
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@@ -1916,7 +1918,7 @@ void ImDrawList::_AddLine(const ImVec2& p1, const ImVec2& p2, ImU32 col, float t
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}
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// Start cap
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if ((flags & ImDrawFlags_AALineEnds) == 0)
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if (!use_aa_ends)
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{
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base_idx = (int)_VtxCurrentIdx;
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IM_APPEND_VTX(p1_x - norm_x * thickness0, p1_y - norm_y * thickness0, uv0, col);
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@@ -7583,7 +7585,7 @@ void ImGui::RenderCheckMark(ImDrawList* draw_list, ImVec2 pos, ImU32 col, float
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draw_list->PathLineTo(ImVec2(bx - third, by - third));
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draw_list->PathLineTo(ImVec2(bx, by));
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draw_list->PathLineTo(ImVec2(bx + third * 2.0f, by - third * 2.0f));
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draw_list->PathStroke(col, thickness, (draw_list->Flags & ImDrawFlags_AALines) ? ImDrawFlags_AALineEnds : 0); // FIXME: Design idiomatic selection/threshold for this?
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draw_list->PathStroke(col, thickness, ImDrawFlags_AALineEnds);
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}
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// Render an arrow. 'pos' is position of the arrow tip. half_sz.x is length from base to tip. half_sz.y is length on each side.
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