{-# LANGUAGE BlockArguments #-} {-# LANGUAGE DuplicateRecordFields #-} {-# LANGUAGE FlexibleContexts #-} {-# LANGUAGE LambdaCase #-} {-# LANGUAGE NamedFieldPuns #-} {-# LANGUAGE OverloadedStrings #-} {-# LANGUAGE PatternSynonyms #-} {-# LANGUAGE QuasiQuotes #-} {-# LANGUAGE TemplateHaskell #-} {-# LANGUAGE ViewPatterns #-} {-| Draw command list This is the low-level list of polygons that ImGui functions are filling. At the end of the frame, all command lists are passed to your @ImGuiIO::RenderDrawListFn@ function for rendering. Each dear imgui window contains its own ImDrawList. You can use 'getWindowDrawList' to access the current window draw list and draw custom primitives. You can interleave normal ImGui calls and adding primitives to the current draw list. In single viewport mode, top-left is == @GetMainViewport()->Pos@ (generally @0,0@), bottom-right is == @GetMainViewport()->Pos+Size@ (generally io.DisplaySize). You are totally free to apply whatever transformation matrix to want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!). __Important__: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui functions), if you use this API a lot consider coarse culling your drawn objects. -} module DearImGui.Raw.DrawList ( DrawList(..) , new , destroy -- * Primitives -- $primitives , addLine , addRect , addRectFilled , addRectFilledMultiColor , addQuad , addQuadFilled , addTriangle , addTriangleFilled , addCircle , addCircleFilled , addNgon , addNgonFilled , addText_ , addText , addPolyLine , addConvexPolyFilled , addBezierCubic , addBezierQuadratic -- ** Image primitives -- $image , addImage , addImageQuad , addImageRounded -- * Stateful path API -- $stateful , pathClear , pathLineTo , pathLineToMergeDuplicate , pathFillConvex , pathStroke , pathArcTo , pathArcToFast , pathBezierCubicCurveTo , pathBezierQuadraticCurveTo , pathRect -- * Advanced -- , addCallback , addDrawCmd , cloneOutput -- * Internal state , pushClipRect , pushClipRectFullScreen , popClipRect , getClipRectMin , getClipRectMax , pushTextureID , popTextureID ) where import Control.Monad.IO.Class ( MonadIO, liftIO ) import Foreign hiding (new) import Foreign.C -- dear-imgui import DearImGui.Raw.Context ( imguiContext ) import DearImGui.Enums import DearImGui.Structs -- inline-c import qualified Language.C.Inline as C -- inline-c-cpp import qualified Language.C.Inline.Cpp as Cpp C.context (Cpp.cppCtx <> C.bsCtx <> imguiContext) C.include "imgui.h" Cpp.using "namespace ImGui" -- | A single draw command list. -- Generally one per window, conceptually you may see this as a dynamic "mesh" builder. newtype DrawList = DrawList (Ptr ImDrawList) new :: MonadIO m => m DrawList new = liftIO do DrawList <$> [C.block| ImDrawList* { return IM_NEW(ImDrawList(GetDrawListSharedData())); } |] destroy :: MonadIO m => DrawList -> m () destroy (DrawList drawList) = liftIO do [C.block| void { IM_DELETE($(ImDrawList* drawList)); } |] pushClipRect :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> CBool -> m () pushClipRect (DrawList drawList) clip_rect_min clip_rect_max intersect_with_current_clip_rect = liftIO do [C.block| void { $(ImDrawList* drawList)->PushClipRect( *$(ImVec2* clip_rect_min), *$(ImVec2* clip_rect_max), $(bool intersect_with_current_clip_rect) ); } |] pushClipRectFullScreen :: MonadIO m => DrawList -> m () pushClipRectFullScreen (DrawList drawList) = liftIO do [C.block| void { $(ImDrawList* drawList)->PushClipRectFullScreen(); } |] popClipRect :: MonadIO m => DrawList -> m () popClipRect (DrawList drawList) = liftIO do [C.block| void { $(ImDrawList* drawList)->PopClipRect(); } |] getClipRectMin :: MonadIO m => DrawList -> m ImVec2 getClipRectMin (DrawList drawList) = liftIO do C.withPtr_ \ptr -> [C.block| void { *$(ImVec2 * ptr) = $(ImDrawList* drawList)->GetClipRectMin(); } |] getClipRectMax :: MonadIO m => DrawList -> m ImVec2 getClipRectMax (DrawList drawList) = liftIO do C.withPtr_ \ptr -> [C.block| void { *$(ImVec2 * ptr) = $(ImDrawList* drawList)->GetClipRectMax(); } |] pushTextureID :: MonadIO m => DrawList -> Ptr () -> m () pushTextureID (DrawList drawList) userTextureIDPtr = liftIO do [C.block| void { $(ImDrawList* drawList)->PushTextureID( $(void* userTextureIDPtr) ); } |] popTextureID :: MonadIO m => DrawList -> m () popTextureID (DrawList drawList) = liftIO do [C.block| void { $(ImDrawList* drawList)->PopTextureID(); } |] {- $primitives - For rectangular primitives, @p_min@ and @p_max@ represent the upper-left and lower-right corners. - For circle primitives, use @num_segments == 0@ to automatically calculate tessellation (preferred). In older versions (until Dear ImGui 1.77) the 'addCircle' functions defaulted to num_segments == 12. In future versions we will use textures to provide cheaper and higher-quality circles. Use 'addNgon' and 'addNgonFilled' functions if you need to guaranteed a specific number of sides. -} addLine :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> CFloat -> m () addLine (DrawList drawList) p1 p2 col thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->AddLine( *$(ImVec2* p1), *$(ImVec2* p2), $(ImU32 col), $(float thickness) ); } |] addRect :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> CFloat -> ImDrawFlags -> CFloat -> m () addRect (DrawList drawList) p_min p_max col rounding flags thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->AddRect( *$(ImVec2* p_min), *$(ImVec2* p_max), $(ImU32 col), $(float rounding), $(ImDrawFlags flags), $(float thickness) ); } |] addRectFilled :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> CFloat -> ImDrawFlags -> m () addRectFilled (DrawList drawList) p_min p_max col rounding flags = liftIO do [C.block| void { $(ImDrawList* drawList)->AddRectFilled( *$(ImVec2* p_min), *$(ImVec2* p_max), $(ImU32 col), $(float rounding), $(ImDrawFlags flags) ); } |] addRectFilledMultiColor :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> ImU32 -> ImU32 -> ImU32 -> m () addRectFilledMultiColor (DrawList drawList) p_min p_max col_upr_left col_upr_right col_bot_right col_bot_left = liftIO do [C.block| void { $(ImDrawList* drawList)->AddRectFilledMultiColor( *$(ImVec2* p_min), *$(ImVec2* p_max), $(ImU32 col_upr_left), $(ImU32 col_upr_right), $(ImU32 col_bot_right), $(ImU32 col_bot_left) ); } |] addQuad :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> CFloat -> m () addQuad (DrawList drawList) p1 p2 p3 p4 col thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->AddQuad( *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), *$(ImVec2* p4), $(ImU32 col), $(float thickness) ); } |] addQuadFilled :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> m () addQuadFilled (DrawList drawList) p1 p2 p3 p4 col = liftIO do [C.block| void { $(ImDrawList* drawList)->AddQuadFilled( *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), *$(ImVec2* p4), $(ImU32 col) ); } |] addTriangle :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> CFloat -> m () addTriangle (DrawList drawList) p1 p2 p3 col thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->AddTriangle( *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), $(ImU32 col), $(float thickness) ); } |] addTriangleFilled :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> ImU32 -> m () addTriangleFilled (DrawList drawList) p1 p2 p3 col = liftIO do [C.block| void { $(ImDrawList* drawList)->AddTriangleFilled( *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), $(ImU32 col) ); } |] addCircle :: MonadIO m => DrawList -> Ptr ImVec2 -> CFloat -> ImU32 -> CInt -> CFloat -> m () addCircle (DrawList drawList) center radius col num_segments thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->AddCircle( *$(ImVec2* center), $(float radius), $(ImU32 col), $(int num_segments), $(float thickness) ); } |] addCircleFilled :: MonadIO m => DrawList -> Ptr ImVec2 -> CFloat -> ImU32 -> CInt -> m () addCircleFilled (DrawList drawList) center radius col num_segments = liftIO do [C.block| void { $(ImDrawList* drawList)->AddCircleFilled( *$(ImVec2* center), $(float radius), $(ImU32 col), $(int num_segments) ); } |] addNgon :: MonadIO m => DrawList -> Ptr ImVec2 -> CFloat -> ImU32 -> CInt -> CFloat -> m () addNgon (DrawList drawList) center radius col num_segments thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->AddNgon( *$(ImVec2* center), $(float radius), $(ImU32 col), $(int num_segments), $(float thickness) ); } |] addNgonFilled :: MonadIO m => DrawList -> Ptr ImVec2 -> CFloat -> ImU32 -> CInt -> m () addNgonFilled (DrawList drawList) center radius col num_segments = liftIO do [C.block| void { $(ImDrawList* drawList)->AddNgonFilled( *$(ImVec2* center), $(float radius), $(ImU32 col), $(int num_segments) ); } |] addText_ :: MonadIO m => DrawList -> Ptr ImVec2 -> ImU32 -> CString -> CString -> m () addText_ (DrawList drawList) pos col text_begin text_end = liftIO do [C.block| void { $(ImDrawList* drawList)->AddText( *$(ImVec2* pos), $(ImU32 col), $(char* text_begin), $(char* text_end) ); } |] addText :: MonadIO m => DrawList -> Ptr ImFont -> CFloat -> Ptr ImVec2 -> ImU32 -> CString -> CString -> CFloat -> Ptr ImVec4 -> m () addText (DrawList drawList) fontPtr font_size pos col text_begin text_end wrap_width cpu_fine_clip_rect = liftIO do [C.block| void { $(ImDrawList* drawList)->AddText( $(ImFont* fontPtr), $(float font_size), *$(ImVec2* pos), $(ImU32 col), $(char* text_begin), $(char* text_end), $(float wrap_width), $(ImVec4* cpu_fine_clip_rect) ); } |] addPolyLine :: MonadIO m => DrawList -> Ptr ImVec2 -> CInt -> ImU32 -> ImDrawFlags -> CFloat -> m () addPolyLine (DrawList drawList) points num_points col flags thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->AddPolyline( $(ImVec2* points), $(int num_points), $(ImU32 col), $(ImDrawFlags flags), $(float thickness) ); } |] addConvexPolyFilled :: MonadIO m => DrawList -> Ptr ImVec2 -> CInt -> ImU32 -> m () addConvexPolyFilled (DrawList drawList) points num_points col = liftIO do [C.block| void { $(ImDrawList* drawList)->AddConvexPolyFilled( $(ImVec2* points), $(int num_points), $(ImU32 col) ); } |] addBezierCubic :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -- Positions (control points) -> ImU32 -> CFloat -> CInt -> m () addBezierCubic (DrawList drawList) p1 p2 p3 p4 col thickness numSegments = liftIO do [C.block| void { $(ImDrawList* drawList)->AddBezierCubic( *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), *$(ImVec2* p4), $(ImU32 col), $(float thickness), $(int numSegments) ); } |] addBezierQuadratic :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -- Positions (control points) -> ImU32 -> CFloat -> CInt -> m () addBezierQuadratic (DrawList drawList) p1 p2 p3 col thickness numSegments = liftIO do [C.block| void { $(ImDrawList* drawList)->AddBezierQuadratic( *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), $(ImU32 col), $(float thickness), $(int numSegments) ); } |] {- $image * Read FAQ to understand what @ImTextureID@ is. * @p_min@ and @p_max@ represent the upper-left and lower-right corners of the rectangle. * @uv_min@ and @uv_max@ represent the normalized texture coordinates to use for those corners. Using @(0,0)->(1,1)@ texture coordinates will generally display the entire texture. -} addImage :: MonadIO m => DrawList -> Ptr () -> Ptr ImVec2 -> Ptr ImVec2 -- Positions -> Ptr ImVec2 -> Ptr ImVec2 -- UVs -> ImU32 -> m () addImage (DrawList drawList) userTextureIDPtr p_min p_max uv_min uv_max col = liftIO do [C.block| void { $(ImDrawList* drawList)->AddImage( $(void* userTextureIDPtr), *$(ImVec2* p_min), *$(ImVec2* p_max), *$(ImVec2* uv_min), *$(ImVec2* uv_max), $(ImU32 col) ); } |] addImageQuad :: MonadIO m => DrawList -> Ptr () -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -- Positions -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -- UVs -> ImU32 -> m () addImageQuad (DrawList drawList) userTextureIDPtr p1 p2 p3 p4 uv1 uv2 uv3 uv4 col = liftIO do [C.block| void { $(ImDrawList* drawList)->AddImageQuad( $(void* userTextureIDPtr), *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), *$(ImVec2* p4), *$(ImVec2* uv1), *$(ImVec2* uv2), *$(ImVec2* uv3), *$(ImVec2* uv4), $(ImU32 col) ); } |] addImageRounded :: MonadIO m => DrawList -> Ptr () -> Ptr ImVec2 -> Ptr ImVec2 -- Positions -> Ptr ImVec2 -> Ptr ImVec2 -- UVs -> ImU32 -> CFloat -> ImDrawFlags -> m () addImageRounded (DrawList drawList) userTextureIDPtr p_min p_max uv_min uv_max col rounding flags = liftIO do [C.block| void { $(ImDrawList* drawList)->AddImageRounded( $(void* userTextureIDPtr), *$(ImVec2* p_min), *$(ImVec2* p_max), *$(ImVec2* uv_min), *$(ImVec2* uv_max), $(ImU32 col), $(float rounding), $(ImDrawFlags flags) ); } |] {- $stateful Add points then finish with 'pathFillConvex' or 'pathStroke'. -} pathClear :: MonadIO m => DrawList -> m () pathClear (DrawList drawList) = liftIO do [C.block| void { $(ImDrawList* drawList)->PathClear(); } |] pathLineTo :: MonadIO m => DrawList -> Ptr ImVec2 -> m () pathLineTo (DrawList drawList) pos = liftIO do [C.block| void { $(ImDrawList* drawList)->PathLineTo( *$(ImVec2* pos) ); } |] pathLineToMergeDuplicate :: MonadIO m => DrawList -> Ptr ImVec2 -> m () pathLineToMergeDuplicate (DrawList drawList) pos = liftIO do [C.block| void { $(ImDrawList* drawList)->PathLineToMergeDuplicate( *$(ImVec2* pos) ); } |] -- | Note: Anti-aliased filling requires points to be in clockwise order. pathFillConvex :: MonadIO m => DrawList -> ImU32 -> m () pathFillConvex (DrawList drawList) col = liftIO do [C.block| void { $(ImDrawList* drawList)->PathFillConvex( $(ImU32 col) ); } |] pathStroke :: MonadIO m => DrawList -> ImU32 -> ImDrawFlags -> CFloat -> m () pathStroke (DrawList drawList) col flags thickness = liftIO do [C.block| void { $(ImDrawList* drawList)->PathStroke( $(ImU32 col), $(ImDrawFlags flags), $(float thickness) ); } |] pathArcTo :: MonadIO m => DrawList -> Ptr ImVec2 -> CFloat -> CFloat -> CFloat -> CInt -> m () pathArcTo (DrawList drawList) center radius a_min a_max num_segments = liftIO do [C.block| void { $(ImDrawList* drawList)->PathArcTo( *$(ImVec2* center), $(float radius), $(float a_min), $(float a_max), $(int num_segments) ); } |] -- | Use precomputed angles for a 12 steps circle. pathArcToFast :: MonadIO m => DrawList -> Ptr ImVec2 -> CFloat -> CInt -> CInt -> m () pathArcToFast (DrawList drawList) center radius a_min_of_12 a_max_of_12 = liftIO do [C.block| void { $(ImDrawList* drawList)->PathArcToFast( *$(ImVec2* center), $(float radius), $(int a_min_of_12), $(int a_max_of_12) ); } |] pathBezierCubicCurveTo :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> Ptr ImVec2 -> CInt -> m () pathBezierCubicCurveTo (DrawList drawList) p1 p2 p3 num_segments = liftIO do [C.block| void { $(ImDrawList* drawList)->PathBezierCubicCurveTo( *$(ImVec2* p1), *$(ImVec2* p2), *$(ImVec2* p3), $(int num_segments) ); } |] pathBezierQuadraticCurveTo :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> CInt -> m () pathBezierQuadraticCurveTo (DrawList drawList) p1 p2 num_segments = liftIO do [C.block| void { $(ImDrawList* drawList)->PathBezierQuadraticCurveTo( *$(ImVec2* p1), *$(ImVec2* p2), $(int num_segments) ); } |] pathRect :: MonadIO m => DrawList -> Ptr ImVec2 -> Ptr ImVec2 -> CFloat -> ImDrawFlags -> m () pathRect (DrawList drawList) rect_min rect_max rounding flags = liftIO do [C.block| void { $(ImDrawList* drawList)->PathRect( *$(ImVec2* rect_min), *$(ImVec2* rect_max), $(float rounding), $(ImDrawFlags flags) ); } |] -- | This is useful if you need to forcefully create a new draw call (to allow for dependent rendering / blending). -- Otherwise primitives are merged into the same draw-call as much as possible. addDrawCmd :: MonadIO m => DrawList -> m () addDrawCmd (DrawList drawList) = liftIO do [C.block| void { $(ImDrawList* drawList)->AddDrawCmd(); } |] -- | Create a clone of the CmdBuffer/IdxBuffer/VtxBuffer. cloneOutput :: MonadIO m => DrawList -> m DrawList cloneOutput (DrawList drawList) = liftIO do DrawList <$> [C.block| ImDrawList* { return $(ImDrawList* drawList)->CloneOutput(); } |]