Docs: Improvements to description of using colored glyphes/emojis. (#4169, #3369) + Add Fonts to Metrics. Removed IMGUI_HAS_TABLE markers.

This commit is contained in:
ocornut 2021-05-24 12:49:58 +02:00
parent 8877eab393
commit c708299ca9
6 changed files with 117 additions and 68 deletions

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@ -83,6 +83,7 @@ Other Changes:
par with original version. Now incorporating the correct revert. par with original version. Now incorporating the correct revert.
- ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd] - ImDrawList: Fixed PathArcTo() regression from 1.82 preventing use of counter-clockwise angles. (#4030, #3491) [@thedmd]
- Demo: Improved popups demo and comments. - Demo: Improved popups demo and comments.
- Metrics: Added "Fonts" section with same information as available in "Style Editor">"Fonts".
- Backends: SDL: Rework global mouse pos availability check listing supported platforms explicitly, - Backends: SDL: Rework global mouse pos availability check listing supported platforms explicitly,
effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx] effectively fixing mouse access on Raspberry Pi. (#2837, #3950) [@lethal-guitar, @hinxx]
- Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961) - Backends: Win32: Clearing keyboard down array when losing focus (WM_KILLFOCUS). (#2062, #3532, #3961)
@ -104,6 +105,7 @@ Other Changes:
- Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups] - Examples: Vulkan: Prefer using discrete GPU if there are more than one available. (#4012) [@rokups]
- Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988] - Examples: SDL2: Link with shell32.lib required by SDL2main.lib since SDL 2.0.12. [#3988]
- Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446) - Examples: Android: Make Android example build compatible with Gradle 7.0. (#3446)
- Docs: Improvements to description of using colored glyphes/emojis. (#4169, #3369)
- Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios] - Docs: Improvements to minor mistakes in documentation comments (#3923) [@ANF-Studios]

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@ -14,8 +14,9 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
- [Readme First](#readme-first) - [Readme First](#readme-first)
- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application) - [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
- [Fonts Loading Instructions](#font-loading-instructions) - [Fonts Loading Instructions](#font-loading-instructions)
- [Using Icons](#using-icons) - [Using Icon Fonts](#using-icon-fonts)
- [Using FreeType Rasterizer](#using-freetype-rasterizer) - [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
- [Using Custom Glyph Ranges](#using-custom-glyph-ranges) - [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
- [Using Custom Colorful Icons](#using-custom-colorful-icons) - [Using Custom Colorful Icons](#using-custom-colorful-icons)
- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code) - [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
@ -160,7 +161,7 @@ Some solutions:
##### [Return to Index](#index) ##### [Return to Index](#index)
## Using Icons ## Using Icon Fonts
Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application. Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth. A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
@ -197,7 +198,7 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
##### [Return to Index](#index) ##### [Return to Index](#index)
## Using FreeType Rasterizer ## Using FreeType Rasterizer (imgui_freetype)
- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. - Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. - There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
@ -207,6 +208,28 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
##### [Return to Index](#index) ##### [Return to Index](#index)
## Using Colorful Glyphs/Emojis
- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
- Not all types of color fonts are supported by FreeType at the moment.
- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
```cpp
io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
static ImFontConfig cfg;
cfg.OversampleH = cfg.OversampleV = 1;
cfg.MergeMode = true;
cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor;
io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges);
```
##### [Return to Index](#index)
## Using Custom Glyph Ranges ## Using Custom Glyph Ranges
You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
@ -226,7 +249,7 @@ io.Fonts->Build(); // Build the atlas while
## Using Custom Colorful Icons ## Using Custom Colorful Icons
**(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)** As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
- You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`. - You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`.
- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. - You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.

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@ -4141,10 +4141,8 @@ void ImGui::Initialize(ImGuiContext* context)
g.SettingsHandlers.push_back(ini_handler); g.SettingsHandlers.push_back(ini_handler);
} }
#ifdef IMGUI_HAS_TABLE
// Add .ini handle for ImGuiTable type // Add .ini handle for ImGuiTable type
TableSettingsInstallHandler(context); TableSettingsInstallHandler(context);
#endif // #ifdef IMGUI_HAS_TABLE
// Create default viewport // Create default viewport
ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)(); ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
@ -7215,13 +7213,11 @@ void ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, voi
ImGuiContext& g = *GImGui; ImGuiContext& g = *GImGui;
while (g.CurrentWindowStack.Size > 0) while (g.CurrentWindowStack.Size > 0)
{ {
#ifdef IMGUI_HAS_TABLE
while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow)) while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
{ {
if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name); if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
EndTable(); EndTable();
} }
#endif
ImGuiWindow* window = g.CurrentWindow; ImGuiWindow* window = g.CurrentWindow;
IM_ASSERT(window != NULL); IM_ASSERT(window != NULL);
while (g.CurrentTabBar != NULL) //-V1044 while (g.CurrentTabBar != NULL) //-V1044
@ -10914,6 +10910,8 @@ static void MetricsHelpMarker(const char* desc)
} }
} }
namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }
void ImGui::ShowMetricsWindow(bool* p_open) void ImGui::ShowMetricsWindow(bool* p_open)
{ {
if (!Begin("Dear ImGui Metrics/Debugger", p_open)) if (!Begin("Dear ImGui Metrics/Debugger", p_open))
@ -11109,14 +11107,20 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
// Details for Tables // Details for Tables
#ifdef IMGUI_HAS_TABLE
if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize())) if (TreeNode("Tables", "Tables (%d)", g.Tables.GetSize()))
{ {
for (int n = 0; n < g.Tables.GetSize(); n++) for (int n = 0; n < g.Tables.GetSize(); n++)
DebugNodeTable(g.Tables.GetByIndex(n)); DebugNodeTable(g.Tables.GetByIndex(n));
TreePop(); TreePop();
} }
#endif // #ifdef IMGUI_HAS_TABLE
// Details for Fonts
ImFontAtlas* atlas = g.IO.Fonts;
if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
{
ShowFontAtlas(atlas);
TreePop();
}
// Details for Docking // Details for Docking
#ifdef IMGUI_HAS_DOCK #ifdef IMGUI_HAS_DOCK
@ -11156,14 +11160,12 @@ void ImGui::ShowMetricsWindow(bool* p_open)
TreePop(); TreePop();
} }
#ifdef IMGUI_HAS_TABLE
if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size())) if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
{ {
for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings)) for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
DebugNodeTableSettings(settings); DebugNodeTableSettings(settings);
TreePop(); TreePop();
} }
#endif // #ifdef IMGUI_HAS_TABLE
#ifdef IMGUI_HAS_DOCK #ifdef IMGUI_HAS_DOCK
#endif // #ifdef IMGUI_HAS_DOCK #endif // #ifdef IMGUI_HAS_DOCK
@ -11237,7 +11239,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
} }
#ifdef IMGUI_HAS_TABLE
// Overlay: Display Tables Rectangles // Overlay: Display Tables Rectangles
if (cfg->ShowTablesRects) if (cfg->ShowTablesRects)
{ {
@ -11264,7 +11265,6 @@ void ImGui::ShowMetricsWindow(bool* p_open)
} }
} }
} }
#endif // #ifdef IMGUI_HAS_TABLE
#ifdef IMGUI_HAS_DOCK #ifdef IMGUI_HAS_DOCK
// Overlay: Display Docking info // Overlay: Display Docking info

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@ -54,6 +54,7 @@ Index of this file:
// - sub section: ShowDemoWindowTables() // - sub section: ShowDemoWindowTables()
// - sub section: ShowDemoWindowMisc() // - sub section: ShowDemoWindowMisc()
// [SECTION] About Window / ShowAboutWindow() // [SECTION] About Window / ShowAboutWindow()
// [SECTION] Font Viewer / ShowFontAtlas()
// [SECTION] Style Editor / ShowStyleEditor() // [SECTION] Style Editor / ShowStyleEditor()
// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar() // [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
// [SECTION] Example App: Debug Console / ShowExampleAppConsole() // [SECTION] Example App: Debug Console / ShowExampleAppConsole()
@ -1603,7 +1604,7 @@ static void ShowDemoWindowWidgets()
}; };
static int func_type = 0, display_count = 70; static int func_type = 0, display_count = 70;
ImGui::Separator(); ImGui::Separator();
ImGui::SetNextItemWidth(100); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::Combo("func", &func_type, "Sin\0Saw\0"); ImGui::Combo("func", &func_type, "Sin\0Saw\0");
ImGui::SameLine(); ImGui::SameLine();
ImGui::SliderInt("Sample count", &display_count, 1, 400); ImGui::SliderInt("Sample count", &display_count, 1, 400);
@ -2393,7 +2394,7 @@ static void ShowDemoWindowLayout()
// the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details. // the POV of the parent window). See 'Demo->Querying Status (Active/Focused/Hovered etc.)' for details.
{ {
static int offset_x = 0; static int offset_x = 0;
ImGui::SetNextItemWidth(100); ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000); ImGui::DragInt("Offset X", &offset_x, 1.0f, -1000, 1000);
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x); ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (float)offset_x);
@ -2415,15 +2416,15 @@ static void ShowDemoWindowLayout()
if (ImGui::TreeNode("Widgets Width")) if (ImGui::TreeNode("Widgets Width"))
{ {
static float f = 0.0f;
static bool show_indented_items = true;
ImGui::Checkbox("Show indented items", &show_indented_items);
// Use SetNextItemWidth() to set the width of a single upcoming item. // Use SetNextItemWidth() to set the width of a single upcoming item.
// Use PushItemWidth()/PopItemWidth() to set the width of a group of items. // Use PushItemWidth()/PopItemWidth() to set the width of a group of items.
// In real code use you'll probably want to choose width values that are proportional to your font size // In real code use you'll probably want to choose width values that are proportional to your font size
// e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc. // e.g. Using '20.0f * GetFontSize()' as width instead of '200.0f', etc.
static float f = 0.0f;
static bool show_indented_items = true;
ImGui::Checkbox("Show indented items", &show_indented_items);
ImGui::Text("SetNextItemWidth/PushItemWidth(100)"); ImGui::Text("SetNextItemWidth/PushItemWidth(100)");
ImGui::SameLine(); HelpMarker("Fixed width."); ImGui::SameLine(); HelpMarker("Fixed width.");
ImGui::PushItemWidth(100); ImGui::PushItemWidth(100);
@ -5743,31 +5744,15 @@ void ImGui::ShowAboutWindow(bool* p_open)
} }
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] Style Editor / ShowStyleEditor() // [SECTION] Font viewer / ShowFontAtlas()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// - ShowStyleSelector()
// - ShowFontSelector() // - ShowFontSelector()
// - ShowStyleEditor() // - ShowFont()
// - ShowFontAtlas()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. // This isn't worth putting in public API but we want Metrics to use it
// Here we use the simplified Combo() api that packs items into a single literal string. namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }
// Useful for quick combo boxes where the choices are known locally.
bool ImGui::ShowStyleSelector(const char* label)
{
static int style_idx = -1;
if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
{
switch (style_idx)
{
case 0: ImGui::StyleColorsDark(); break;
case 1: ImGui::StyleColorsLight(); break;
case 2: ImGui::StyleColorsClassic(); break;
}
return true;
}
return false;
}
// Demo helper function to select among loaded fonts. // Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one. // Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
@ -5796,7 +5781,7 @@ void ImGui::ShowFontSelector(const char* label)
} }
// [Internal] Display details for a single font, called by ShowStyleEditor(). // [Internal] Display details for a single font, called by ShowStyleEditor().
static void NodeFont(ImFont* font) static void ShowFont(ImFont* font)
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImGuiStyle& style = ImGui::GetStyle(); ImGuiStyle& style = ImGui::GetStyle();
@ -5806,9 +5791,13 @@ static void NodeFont(ImFont* font)
if (!font_details_opened) if (!font_details_opened)
return; return;
// Display preview text
ImGui::PushFont(font); ImGui::PushFont(font);
ImGui::Text("The quick brown fox jumps over the lazy dog"); ImGui::Text("The quick brown fox jumps over the lazy dog");
ImGui::PopFont(); ImGui::PopFont();
// Display details
ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
ImGui::SameLine(); HelpMarker( ImGui::SameLine(); HelpMarker(
"Note than the default embedded font is NOT meant to be scaled.\n\n" "Note than the default embedded font is NOT meant to be scaled.\n\n"
@ -5826,9 +5815,10 @@ static void NodeFont(ImFont* font)
if (const ImFontConfig* cfg = &font->ConfigData[config_i]) if (const ImFontConfig* cfg = &font->ConfigData[config_i])
ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y); config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
// Display all glyphs of the fonts in separate pages of 256 characters
if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
{ {
// Display all glyphs of the fonts in separate pages of 256 characters
const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text); const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text);
for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
{ {
@ -5883,6 +5873,50 @@ static void NodeFont(ImFont* font)
ImGui::TreePop(); ImGui::TreePop();
} }
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
{
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
ImGui::PushID(font);
ShowFont(font);
ImGui::PopID();
}
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
ImGui::TreePop();
}
}
//-----------------------------------------------------------------------------
// [SECTION] Style Editor / ShowStyleEditor()
//-----------------------------------------------------------------------------
// - ShowStyleSelector()
// - ShowStyleEditor()
//-----------------------------------------------------------------------------
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
// Here we use the simplified Combo() api that packs items into a single literal string.
// Useful for quick combo boxes where the choices are known locally.
bool ImGui::ShowStyleSelector(const char* label)
{
static int style_idx = -1;
if (ImGui::Combo(label, &style_idx, "Dark\0Light\0Classic\0"))
{
switch (style_idx)
{
case 0: ImGui::StyleColorsDark(); break;
case 1: ImGui::StyleColorsLight(); break;
case 2: ImGui::StyleColorsClassic(); break;
}
return true;
}
return false;
}
void ImGui::ShowStyleEditor(ImGuiStyle* ref) void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{ {
// You can pass in a reference ImGuiStyle structure to compare to, revert to and save to // You can pass in a reference ImGuiStyle structure to compare to, revert to and save to
@ -6039,21 +6073,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
ImFontAtlas* atlas = io.Fonts; ImFontAtlas* atlas = io.Fonts;
HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
ImGui::PushItemWidth(120); ImGui::ShowFontAtlas(atlas);
for (int i = 0; i < atlas->Fonts.Size; i++)
{
ImFont* font = atlas->Fonts[i];
ImGui::PushID(font);
NodeFont(font);
ImGui::PopID();
}
if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
{
ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
ImGui::TreePop();
}
// Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
// (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
@ -6065,6 +6085,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
"rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
"Using those settings here will give you poor quality results."); "Using those settings here will give you poor quality results.");
static float window_scale = 1.0f; static float window_scale = 1.0f;
ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window if (ImGui::DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
ImGui::SetWindowFontScale(window_scale); ImGui::SetWindowFontScale(window_scale);
ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything ImGui::DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
@ -6084,7 +6105,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering)."); HelpMarker("Faster lines using texture data. Require backend to render with bilinear filtering (not point/nearest filtering).");
ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill); ImGui::Checkbox("Anti-aliased fill", &style.AntiAliasedFill);
ImGui::PushItemWidth(100); ImGui::PushItemWidth(ImGui::GetFontSize() * 8);
ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f"); ImGui::DragFloat("Curve Tessellation Tolerance", &style.CurveTessellationTol, 0.02f, 0.10f, 10.0f, "%.2f");
if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f; if (style.CurveTessellationTol < 0.10f) style.CurveTessellationTol = 0.10f;

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@ -2015,8 +2015,6 @@ struct ImGuiTabBar
// [SECTION] Table support // [SECTION] Table support
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
#ifdef IMGUI_HAS_TABLE
#define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color. #define IM_COL32_DISABLE IM_COL32(0,0,0,1) // Special sentinel code which cannot be used as a regular color.
#define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64. #define IMGUI_TABLE_MAX_COLUMNS 64 // sizeof(ImU64) * 8. This is solely because we frequently encode columns set in a ImU64.
#define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels() #define IMGUI_TABLE_MAX_DRAW_CHANNELS (4 + 64 * 2) // See TableSetupDrawChannels()
@ -2266,8 +2264,6 @@ struct ImGuiTableSettings
ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); } ImGuiTableColumnSettings* GetColumnSettings() { return (ImGuiTableColumnSettings*)(this + 1); }
}; };
#endif // #ifdef IMGUI_HAS_TABLE
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// [SECTION] ImGui internal API // [SECTION] ImGui internal API
// No guarantee of forward compatibility here! // No guarantee of forward compatibility here!

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@ -28,3 +28,10 @@ See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad
Small, thin anti-aliased fonts are typically benefiting a lots from Freetype's hinting: Small, thin anti-aliased fonts are typically benefiting a lots from Freetype's hinting:
![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif) ![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif)
### Colorful glyphs/emojis
You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See
["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/edit/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md.
![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)