Added PushFont/PopFont API

This commit is contained in:
ocornut 2015-01-17 13:40:56 +00:00
parent ab8d2782c6
commit 7ebd7ef9ac
2 changed files with 72 additions and 46 deletions

View File

@ -323,6 +323,7 @@ static void RenderText(ImVec2 pos, const char* text, const char* text_en
static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
static void SetFont(ImFont* font);
static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset = NULL);
static void ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset = NULL);
static void PushColumnClipRect(int column_index = -1);
@ -345,9 +346,10 @@ static const char* ImStristr(const char* haystack, const char* needle, const ch
static size_t ImFormatString(char* buf, size_t buf_size, const char* fmt, ...);
static size_t ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args);
// Helpers: Data
// Helpers: Misc
static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed);
static bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, size_t* out_file_size, size_t padding_bytes = 0);
static int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
// Helpers: Color Conversion
static ImU32 ImConvertColorFloat4ToU32(const ImVec4& in);
@ -873,8 +875,9 @@ struct ImGuiState
bool Initialized;
ImGuiIO IO;
ImGuiStyle Style;
float FontSize; // == IO.FontGlobalScale * IO.Font->Scale * IO.Font->Info->FontSize. Vertical distance between two lines of text, aka == CalcTextSize(" ").y
ImVec2 FontTexUvWhitePixel; // == IO.Font->TexUvForWhite (cached copy)
ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
float FontSize; // (Shortcut) == IO.FontGlobalScale * (Font->Scale * Font->FontSize). Vertical distance between two lines of text, aka == CalcTextSize(" ").y
ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
float Time;
int FrameCount;
@ -893,6 +896,7 @@ struct ImGuiState
ImVector<ImGuiIniData*> Settings;
ImVector<ImGuiColMod> ColorModifiers;
ImVector<ImGuiStyleMod> StyleModifiers;
ImVector<ImFont*> FontStack;
ImVec2 SetNextWindowPosVal;
ImGuiSetCondition SetNextWindowPosCond;
ImVec2 SetNextWindowSizeVal;
@ -1003,7 +1007,7 @@ public:
void FocusItemUnregister();
ImGuiAabb Aabb() const { return ImGuiAabb(Pos, Pos+Size); }
ImFont* Font() const { return GImGui.IO.Font; }
ImFont* Font() const { return GImGui.Font; }
float FontSize() const { return GImGui.FontSize * FontWindowScale; }
ImVec2 CursorPos() const { return DC.CursorPos; }
float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0 : FontSize() + GImGui.Style.FramePadding.y * 2.0f; }
@ -1537,11 +1541,7 @@ void ImGui::NewFrame()
g.Initialized = true;
}
IM_ASSERT(g.IO.Font->Scale > 0.0f);
g.FontSize = g.IO.FontGlobalScale * g.IO.Font->FontSize * g.IO.Font->Scale;
g.FontTexUvWhitePixel = g.IO.Font->TexUvWhitePixel;
g.IO.Font->FallbackGlyph = NULL;
g.IO.Font->FallbackGlyph = g.IO.Font->FindGlyph(g.IO.Font->FallbackChar);
SetFont(g.IO.Font);
g.Time += g.IO.DeltaTime;
g.FrameCount += 1;
@ -2795,6 +2795,34 @@ float ImGui::GetItemWidth()
return window->DC.ItemWidth.back();
}
static void SetFont(ImFont* font)
{
ImGuiState& g = GImGui;
IM_ASSERT(font->Scale > 0.0f);
g.Font = font;
g.FontSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
g.FontTexUvWhitePixel = g.Font->TexUvWhitePixel;
g.Font->FallbackGlyph = NULL;
g.Font->FallbackGlyph = g.Font->FindGlyph(g.Font->FallbackChar);
}
void ImGui::PushFont(ImFont* font)
{
ImGuiState& g = GImGui;
g.FontStack.push_back(font);
SetFont(font);
}
void ImGui::PopFont()
{
ImGuiState& g = GImGui;
g.FontStack.pop_back();
SetFont(g.FontStack.empty() ? g.IO.Font : g.FontStack.back());
}
void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
{
ImGuiWindow* window = GetCurrentWindow();
@ -6432,8 +6460,6 @@ bool ImFont::LoadFromFileTTF(const char* filename, float size_pixels, const I
return ret;
}
static int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
bool ImFont::LoadFromMemoryTTF(const void* data, size_t data_size, float size_pixels, const ImWchar* glyph_ranges, int font_no)
{
Clear();
@ -6841,7 +6867,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
{
if (!text_end)
text_end = text_begin + strlen(text_begin); // FIXME-OPT
text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
const float scale = size / FontSize;
const float line_height = FontSize * scale;
@ -6890,8 +6916,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
if (c == '\n')
{
if (text_size.x < line_width)
text_size.x = line_width;
text_size.x = ImMax(text_size.x, line_width);
text_size.y += line_height;
line_width = 0.0f;
continue;
@ -6946,8 +6971,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be
if (c == '\n')
{
if (text_size.x < line_width)
text_size.x = line_width;
text_size.x = ImMax(text_size.x, line_width);
text_size.y += line_height;
line_width = 0.0f;
continue;
@ -7435,7 +7459,7 @@ void ImGui::ShowTestWindow(bool* opened)
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test with Japanese characters
// (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)
// (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)
// Most compiler appears to support UTF-8 in source code (with Visual Studio you need to save your file as 'UTF-8 without signature')
// However for the sake for maximum portability here we are *not* including raw UTF-8 character in this source file, instead we encode the string with hexadecimal constants.
// In your own application be reasonable and use UTF-8 in source or retrieve the data from file system!

60
imgui.h
View File

@ -178,6 +178,8 @@ namespace ImGui
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case. default to ~2/3 of windows width.
IMGUI_API void PopItemWidth();
IMGUI_API float GetItemWidth();
IMGUI_API void PushFont(ImFont* font);
IMGUI_API void PopFont();
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
@ -753,16 +755,16 @@ struct ImFont
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
ImTextureID TexID; // = 0 // After loading texture, store your texture handle here (ignore if you aren't using multiple fonts/textures)
ImTextureID TexID; // = 0 // After loading texture, store your texture handle here (ignore if you aren't using multiple fonts/textures)
// Retrieve texture data
// Retrieve texture data
// User is in charge of copying the pixels into graphics memory, then set 'TexID'.
// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white.
// If you intend to use large font it may be pref
// NB: the data is invalidated as soon as you call a Load* function.
IMGUI_API void GetTextureDataRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IMGUI_API void GetTextureDataAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void ClearTextureData(); // Save RAM once the texture has been copied to graphics memory.
// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white.
// If you intend to use large font it may be pref
// NB: the data is invalidated as soon as you call a Load* function.
IMGUI_API void GetTextureDataRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IMGUI_API void GetTextureDataAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void ClearTextureData(); // Save RAM once the texture has been copied to graphics memory.
// Methods
IMGUI_API ImFont();
@ -772,7 +774,7 @@ struct ImFont
IMGUI_API bool LoadFromMemoryTTF(const void* data, size_t data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0);
IMGUI_API void Clear();
IMGUI_API void BuildLookupTable();
struct Glyph;
struct Glyph;
IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
IMGUI_API bool IsLoaded() const { return !Glyphs.empty(); }
@ -788,29 +790,29 @@ struct ImFont
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f) const;
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
// Texture data
// Access via GetTextureData() which will load the font if not loaded
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth;
int TexHeight;
ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
// Texture data
// Access via GetTextureData() which will load the font if not loaded
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth;
int TexHeight;
ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
struct Glyph
{
ImWchar Codepoint;
struct Glyph
{
ImWchar Codepoint;
signed short XAdvance;
signed short Width, Height;
signed short XOffset, YOffset;
float U0, V0, U1, V1; // Texture coordinates
};
signed short Width, Height;
signed short XOffset, YOffset;
float U0, V0, U1, V1; // Texture coordinates
};
// Runtime data
float FontSize; // Height of characters
ImVector<Glyph> Glyphs;
ImVector<int> IndexLookup;
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
// Runtime data
float FontSize; // Height of characters
ImVector<Glyph> Glyphs;
ImVector<int> IndexLookup;
const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
};
//---- Include imgui_user.h at the end of imgui.h