Font fixes for horizontal centering within frames
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21
imgui.cpp
21
imgui.cpp
@ -876,7 +876,7 @@ struct ImGuiState
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ImGuiIO IO;
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ImGuiStyle Style;
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ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
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float FontSize; // (Shortcut) == IO.FontGlobalScale * (Font->Scale * Font->FontSize). Vertical distance between two lines of text, aka == CalcTextSize(" ").y
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float FontSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Size of characters.
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ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
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float Time;
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@ -2025,7 +2025,7 @@ static ImGuiWindow* FindHoveredWindow(ImVec2 pos, bool excluding_childs)
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continue;
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if (excluding_childs && (window->Flags & ImGuiWindowFlags_ChildWindow) != 0)
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continue;
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ImGuiAabb bb(window->Pos - g.Style.TouchExtraPadding, window->Pos+window->Size + g.Style.TouchExtraPadding);
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ImGuiAabb bb(window->Pos - g.Style.TouchExtraPadding, window->Pos + window->Size + g.Style.TouchExtraPadding);
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if (bb.Contains(pos))
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return window;
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}
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@ -6270,7 +6270,6 @@ void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const Im
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ImFont::ImFont()
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{
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Scale = 1.0f;
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DisplayOffset = ImVec2(0.5f, 0.5f);
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FallbackChar = (ImWchar)'?';
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TexPixelsAlpha8 = NULL;
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@ -6328,14 +6327,14 @@ void ImFont::ClearTextureData()
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void ImFont::Clear()
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{
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DisplayOffset = ImVec2(0.5f, 0.5f);
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FontSize = 0.0f;
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DisplayOffset = ImVec2(-0.5f, 0.5f);
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ClearTextureData();
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TexID = NULL;
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TexWidth = TexHeight = 0;
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TexExtraDataPos = TexUvWhitePixel = ImVec2(0, 0);
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FontSize = 0.0f;
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Glyphs.clear();
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IndexLookup.clear();
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FallbackGlyph = NULL;
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@ -6947,6 +6946,11 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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text_size.y += line_height;
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}
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// Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field)
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const float character_spacing_x = 1.0f * scale;
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if (text_size.x > 0.0f)
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text_size.x -= character_spacing_x;
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if (remaining)
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*remaining = s;
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@ -7003,6 +7007,11 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be
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text_size.y += line_height;
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}
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// Cancel out character spacing for the last character of a line (it is baked into glyph->XAdvance field)
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const float character_spacing_x = 1.0f * scale;
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if (text_size.x > 0.0f)
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text_size.x -= character_spacing_x;
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if (remaining)
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*remaining = s;
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@ -7321,7 +7330,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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{
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static float window_scale = 1.0f;
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ImFont* font = ImGui::GetIO().Font;
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ImGui::Text("Font Size: %.2f", font->FontSize);
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ImGui::Text("Base Font Size: %.2f", font->FontSize);
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ImGui::SliderFloat("window scale", &window_scale, 0.3f, 2.0f, "%.1f"); // scale only this window
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ImGui::SliderFloat("font scale", &font->Scale, 0.3f, 2.0f, "%.1f"); // scale only this font
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ImGui::SliderFloat("global scale", &ImGui::GetIO().FontGlobalScale, 0.3f, 2.0f, "%.1f"); // scale everything
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2
imgui.h
2
imgui.h
@ -755,6 +755,7 @@ struct ImDrawList
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struct ImFont
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{
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// Settings
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float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
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float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
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@ -812,7 +813,6 @@ struct ImFont
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};
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// Runtime data
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float FontSize; // Height of characters
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ImVector<Glyph> Glyphs;
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ImVector<int> IndexLookup;
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const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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