Mde it optional to new() io.Font - however it stills needs to be loaded.
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51df5874a6
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@ -465,7 +465,6 @@ void InitImGui()
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}
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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@ -238,7 +238,6 @@ void InitImGui()
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}
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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@ -278,7 +278,6 @@ void InitImGui()
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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@ -187,7 +187,6 @@ void InitImGui()
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Load font
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io.Font = new ImFont();
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io.Font->LoadDefault();
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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25
imgui.cpp
25
imgui.cpp
@ -417,6 +417,12 @@ ImGuiStyle::ImGuiStyle()
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Colors[ImGuiCol_TooltipBg] = ImVec4(0.05f, 0.05f, 0.10f, 0.90f);
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}
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// We statically allocate a default font storage for the user.
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// This allows the user to avoid newing the default font, while keeping IO.Font a pointer which is easy to swap if needed.
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// We cannot new() the font because user may override MemAllocFn after the ImGuiIO() constructor is called.
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// For the same reason we cannot call LoadDefault() on the font.
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static ImFont GDefaultStaticFont;
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ImGuiIO::ImGuiIO()
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{
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memset(this, 0, sizeof(*this));
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@ -425,7 +431,7 @@ ImGuiIO::ImGuiIO()
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IniSavingRate = 5.0f;
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IniFilename = "imgui.ini";
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LogFilename = "imgui_log.txt";
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Font = NULL;
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Font = &GDefaultStaticFont;
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FontGlobalScale = 1.0f;
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FontAllowUserScaling = false;
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PixelCenterOffset = 0.0f;
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@ -1663,8 +1669,11 @@ void ImGui::Shutdown()
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}
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if (g.IO.Font)
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{
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g.IO.Font->~ImFont();
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ImGui::MemFree(g.IO.Font);
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if (g.IO.Font != &GDefaultStaticFont)
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{
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g.IO.Font->~ImFont();
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ImGui::MemFree(g.IO.Font);
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}
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g.IO.Font = NULL;
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}
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@ -6146,9 +6155,9 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
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if (text_end == NULL)
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text_end = text_begin + strlen(text_begin);
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const bool push_texture_id = font->TexID != texture_id_stack.back();
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if (push_texture_id)
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PushTextureID(font->TexID);
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const bool push_texture_id = font->TexID != texture_id_stack.back();
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if (push_texture_id)
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PushTextureID(font->TexID);
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// reserve vertices for worse case
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const unsigned int char_count = (unsigned int)(text_end - text_begin);
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@ -6164,8 +6173,8 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32
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commands.back().vtx_count -= (unsigned int)(vtx_count_max - vtx_count);
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vtx_write -= (vtx_count_max - vtx_count);
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if (push_texture_id)
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PopTextureID();
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if (push_texture_id)
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PopTextureID();
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}
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void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col)
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7
imgui.h
7
imgui.h
@ -746,14 +746,15 @@ struct ImFont
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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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ImTextureID TexID; // = NULL // User reference to texture used by the font (ignore if you aren't using multiple fonts/textures)
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// Texture data
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// User is in charge of copying the pixels into a GPU texture.
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// Texture data: user is in charge of copying the pixels into a GPU texture.
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// You can set 'TexID' to uniquely identify your texture. TexId is copied to the ImDrawCmd structure which you receive during rendering.
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ImTextureID TexID; // User reference to texture used by the font (ignore if you aren't using multiple fonts/textures)
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unsigned char* TexPixels; // 1 byte, 1 component per pixel. Total byte size of TexWidth * TexHeight
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int TexWidth;
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int TexHeight;
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// [Internal]
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ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
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