diff --git a/imgui_demo.cpp b/imgui_demo.cpp index 8e9eaebf9..78e527f7a 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -1872,9 +1872,10 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) ImGui::TreePop(); } - if (ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size)) + bool fonts_opened = ImGui::TreeNode("Fonts", "Fonts (%d)", ImGui::GetIO().Fonts->Fonts.Size); + ImGui::SameLine(); ShowHelpMarker("Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\nbefore calling io.Fonts->GetTex* functions."); + if (fonts_opened) { - ImGui::SameLine(); ShowHelpMarker("Tip: Load fonts with io.Fonts->AddFontFromFileTTF()\nbefore calling io.Fonts->GetTex* functions."); ImFontAtlas* atlas = ImGui::GetIO().Fonts; if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) { @@ -1885,14 +1886,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) for (int i = 0; i < atlas->Fonts.Size; i++) { ImFont* font = atlas->Fonts[i]; - ImGui::BulletText("Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size); - ImGui::TreePush((void*)(intptr_t)i); + bool font_details_opened = ImGui::TreeNode(font, "Font %d: \'%s\', %.2f px, %d glyphs", i, font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size); ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) ImGui::GetIO().FontDefault = font; - ImGui::PushFont(font); - ImGui::Text("The quick brown fox jumps over the lazy dog"); - ImGui::PopFont(); - if (ImGui::TreeNode("Details")) + if (font_details_opened) { + ImGui::PushFont(font); + ImGui::Text("The quick brown fox jumps over the lazy dog"); + ImGui::PopFont(); ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font ImGui::SameLine(); ShowHelpMarker("Note than the default embedded font is NOT meant to be scaled.\n\nFont are currently rendered into bitmaps at a given size at the time of building the atlas. You may oversample them to get some flexibility with scaling. You can also render at multiple sizes and select which one to use at runtime.\n\n(Glimmer of hope: the atlas system should hopefully be rewritten in the future to make scaling more natural and automatic.)"); ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); @@ -1946,7 +1946,6 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) } ImGui::TreePop(); } - ImGui::TreePop(); } static float window_scale = 1.0f; ImGui::DragFloat("this window scale", &window_scale, 0.005f, 0.3f, 2.0f, "%.1f"); // scale only this window