Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. + tweaks
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@ -86,6 +86,7 @@ Other Changes:
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- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
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default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
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- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
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- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
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- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
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- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
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- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
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@ -436,7 +436,7 @@ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear img
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(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
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(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about font loading.)
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(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.)
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New programmers: remember that in C/C++ and most programming languages if you want to use a
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backslash \ within a string literal, you need to write it double backslash "\\":
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@ -453,15 +453,15 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
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The most convenient and practical way is to merge an icon font such as FontAwesome inside you
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main font. Then you can refer to icons within your strings.
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You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
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(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about icons font loading.)
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(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.)
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With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
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and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API.
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and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API.
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---
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### Q: How can I load multiple fonts?
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Use the font atlas to pack them into a single texture:
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(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file and the code in ImFontAtlas for more details.)
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(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.)
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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@ -1,8 +1,9 @@
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----------------------------------------------------------------------
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dear imgui, v1.74 WIP
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----------------------------------------------------------------------
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misc/fonts/README.txt
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docs/FONTS.txt
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This is the Readme dedicated to fonts.
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Also read https://www.dearimgui.org/faq for more ideas.
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----------------------------------------------------------------------
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The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
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@ -12,7 +13,6 @@ We embed it font in source code so you can use Dear ImGui without any file syste
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You may also load external .TTF/.OTF files.
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The files in this folder are suggested fonts, provided as a convenience.
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Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
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Please read the FAQ: https://www.dearimgui.org/faq
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Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.
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@ -22,13 +22,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i
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---------------------------------------
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- Readme First / FAQ
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- Using Icons
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- Fonts Loading Instructions
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- FreeType rasterizer, Small font sizes
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- Using Icons
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- Using FreeType rasterizer
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- Building Custom Glyph Ranges
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- Using custom colorful icons
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- Embedding Fonts in Source Code
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- Credits/Licences for fonts included in this folder
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- Credits/Licences for fonts included in repository
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- Fonts Links
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@ -38,52 +38,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i
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- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
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and understand what's going on if you have an issue.
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- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
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- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
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- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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u8"hello"
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u8"こんにちは" // this will be encoded as UTF-8
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- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
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---------------------------------------
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USING ICONS
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---------------------------------------
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Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
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is an easy and practical way to use icons in your Dear ImGui application.
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A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
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having to change fonts back and forth.
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To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
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https://github.com/juliettef/IconFontCppHeaders
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The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u
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#define ICON_FA_SEARCH u8"\uf002"
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The pre-C++11 version has the values directly encoded as utf-8:
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#define ICON_FA_SEARCH "\xEF\x80\x82"
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Example Setup:
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// Merge icons into default tool font
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#include "IconsFontAwesome.h"
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontDefault();
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ImFontConfig config;
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config.MergeMode = true;
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config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
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static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
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io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
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Example Usage:
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// Usage, e.g.
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ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
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ImGui::Button(ICON_FA_SEARCH " Search");
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// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
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// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
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See Links below for other icons fonts and related tools.
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Read FAQ for details.
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---------------------------------------
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@ -97,6 +58,11 @@ Load default font:
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Load .TTF/.OTF file with:
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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Load multiple fonts:
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ImGuiIO& io = ImGui::GetIO();
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ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
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@ -115,23 +81,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont
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config.GlyphExtraSpacing.x = 1.0f;
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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Read about oversampling here:
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https://github.com/nothings/stb/blob/master/tests/oversample
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If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
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The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
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set OversampleH/OversampleV to 1 and use a small font size.
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Mind the fact that some graphics drivers have texture size limitation.
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If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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Some solutions:
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- 1) Reduce glyphs ranges by calculating them from source localization data.
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You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
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- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
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- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
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- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
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Combine two fonts into one:
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// Load a first font
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@ -147,6 +96,25 @@ Combine two fonts into one:
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io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
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io.Fonts->Build();
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Font atlas is too large?
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- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
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- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended
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unless you set OversampleH/OversampleV to 1 and use a small font size.
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- Mind the fact that some graphics drivers have texture size limitation.
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- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.
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Some solutions:
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- 1) Reduce glyphs ranges by calculating them from source localization data.
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You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
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- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
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- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
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- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
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- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample
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Add a fourth parameter to bake specific font ranges only:
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// Basic Latin, Extended Latin
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@ -165,6 +133,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
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font->DisplayOffset.y = 1; // Render 1 pixel down
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---------------------------------------
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USING ICONS
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---------------------------------------
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Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
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is an easy and practical way to use icons in your Dear ImGui application.
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A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
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having to change fonts back and forth.
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To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
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https://github.com/juliettef/IconFontCppHeaders
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Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:
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#define ICON_FA_MUSIC "\xef\x80\x81"
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#define ICON_FA_SEARCH "\xef\x80\x82"
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Example Setup:
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// Merge icons into default tool font
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#include "IconsFontAwesome.h"
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontDefault();
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ImFontConfig config;
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config.MergeMode = true;
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config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
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static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
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io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
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Example Usage:
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// Usage, e.g.
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ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
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ImGui::Button(ICON_FA_SEARCH " Search");
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Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
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ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
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See Links below for other icons fonts and related tools.
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---------------------------------------
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FREETYPE RASTERIZER, SMALL FONT SIZES
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---------------------------------------
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@ -258,9 +269,11 @@ or:
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---------------------------------------
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CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
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CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
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---------------------------------------
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Some fonts are available in the misc/fonts/ folder:
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Roboto-Medium.ttf
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Apache License 2.0
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@ -333,15 +346,17 @@ REGULAR FONTS
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(Japanese) M+ fonts by Coji Morishita are free
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http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
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MONOSPACE FONTS
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MONOSPACE FONTS (PIXEL PERFECT)
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(Pixel Perfect) Proggy Fonts, by Tristan Grimmer
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Proggy Fonts, by Tristan Grimmer
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http://www.proggyfonts.net or http://upperbounds.net
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(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
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Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
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https://github.com/kmar/Sweet16Font
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Also include .inl file to use directly in dear imgui.
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MONOSPACE FONTS (REGULAR)
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Google Noto Mono Fonts
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https://www.google.com/get/noto/
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@ -40,7 +40,7 @@ int main(int, char**)
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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@ -81,7 +81,7 @@ int main(int, char**)
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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@ -38,7 +38,7 @@ int main(int, char**)
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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@ -59,7 +59,7 @@ int main(int, char**)
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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@ -103,7 +103,7 @@ int main(int, char**)
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
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// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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//io.Fonts->AddFontDefault();
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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@ -400,7 +400,7 @@ int main(int, char**)
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -125,7 +125,7 @@ int main(int argc, char** argv)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -34,7 +34,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -69,7 +69,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -57,7 +57,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -98,7 +98,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -384,7 +384,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -62,7 +62,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -62,7 +62,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -94,7 +94,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -60,7 +60,7 @@ int main(int, char**)
|
||||
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
|
||||
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
|
||||
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
|
||||
// - Read 'misc/fonts/README.txt' for more instructions and details.
|
||||
// - Read 'docs/FONTS.txt' for more instructions and details.
|
||||
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
|
||||
//io.Fonts->AddFontDefault();
|
||||
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
|
||||
|
@ -746,7 +746,7 @@ CODE
|
||||
Q: How can I easily use icons in my application?
|
||||
Q: How can I load multiple fonts?
|
||||
Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
|
||||
>> See https://www.dearimgui.org/faq and misc/fonts/README.txt
|
||||
>> See https://www.dearimgui.org/faq and docs/FONTS.txt
|
||||
|
||||
Q&A: Community
|
||||
==============
|
||||
|
2
imgui.h
2
imgui.h
@ -2144,7 +2144,7 @@ struct ImFontAtlas
|
||||
// After calling Build(), you can query the rectangle position and render your pixels.
|
||||
// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
|
||||
// so you can render e.g. custom colorful icons and use them as regular glyphs.
|
||||
// Read misc/fonts/README.txt for more details about using colorful icons.
|
||||
// Read docs/FONTS.txt for more details about using colorful icons.
|
||||
IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x110000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
|
||||
IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x110000 to register a rectangle to map into a specific font.
|
||||
const ImFontAtlasCustomRect*GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
|
||||
|
@ -137,7 +137,7 @@ static void ShowExampleAppCustomRendering(bool* p_open);
|
||||
static void ShowExampleMenuFile();
|
||||
|
||||
// Helper to display a little (?) mark which shows a tooltip when hovered.
|
||||
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt)
|
||||
// In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt)
|
||||
static void HelpMarker(const char* desc)
|
||||
{
|
||||
ImGui::TextDisabled("(?)");
|
||||
@ -770,14 +770,14 @@ static void ShowDemoWindowWidgets()
|
||||
if (ImGui::TreeNode("UTF-8 Text"))
|
||||
{
|
||||
// UTF-8 test with Japanese characters
|
||||
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.)
|
||||
// (Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read docs/FONTS.txt for details.)
|
||||
// - From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
|
||||
// - For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file as 'UTF-8 without signature')
|
||||
// - FOR THIS DEMO FILE ONLY, BECAUSE WE WANT TO SUPPORT OLD COMPILERS, WE ARE *NOT* INCLUDING RAW UTF-8 CHARACTERS IN THIS SOURCE FILE.
|
||||
// Instead we are encoding a few strings with hexadecimal constants. Don't do this in your application!
|
||||
// Please use u8"text in any language" in your application!
|
||||
// Note that characters values are preserved even by InputText() if the font cannot be displayed, so you can safely copy & paste garbled characters into another application.
|
||||
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.");
|
||||
ImGui::TextWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.Font->AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.txt for details.");
|
||||
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)"); // Normally we would use u8"blah blah" with the proper characters directly in the string.
|
||||
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
|
||||
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
|
||||
@ -3255,7 +3255,7 @@ void ImGui::ShowFontSelector(const char* label)
|
||||
HelpMarker(
|
||||
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
|
||||
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
|
||||
"- Read FAQ and documentation in misc/fonts/ for more details.\n"
|
||||
"- Read FAQ and docs/FONTS.txt for more details.\n"
|
||||
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
|
||||
}
|
||||
|
||||
@ -3383,7 +3383,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
if (memcmp(&style.Colors[i], &ref->Colors[i], sizeof(ImVec4)) != 0)
|
||||
{
|
||||
// Tips: in a real user application, you may want to merge and use an icon font into the main font, so instead of "Save"/"Revert" you'd use icons.
|
||||
// Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy and super convenient!
|
||||
// Read the FAQ and docs/FONTS.txt about using icon fonts. It's really easy and super convenient!
|
||||
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Save")) ref->Colors[i] = style.Colors[i];
|
||||
ImGui::SameLine(0.0f, style.ItemInnerSpacing.x); if (ImGui::Button("Revert")) style.Colors[i] = ref->Colors[i];
|
||||
}
|
||||
@ -3401,7 +3401,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
{
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFontAtlas* atlas = io.Fonts;
|
||||
HelpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.");
|
||||
HelpMarker("Read FAQ and docs/FONTS.txt for details on font loading.");
|
||||
ImGui::PushItemWidth(120);
|
||||
for (int i = 0; i < atlas->Fonts.Size; i++)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user