Cleanup extra_fonts/ folder

This commit is contained in:
ocornut 2015-01-08 23:49:17 +00:00
parent b3a208901a
commit f77490cb2d
20 changed files with 22 additions and 93 deletions

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@ -218,7 +218,6 @@ void InitImGui()
io.Font = new ImFont();
io.Font->LoadDefault();
//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
io.Font->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 20.0f, ImFont::GetGlyphRangesDefault());
//io.Font->DisplayOffset.y += 0.0f;
IM_ASSERT(io.Font->IsLoaded());

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extra_fonts/ProggyTiny.ttf Normal file

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@ -1,100 +1,30 @@
Extra fonts for ImGui.
THOSE FONTS ARE OPTIONAL.
---------------------------------
EXTRA FONTS FOR IMGUI
---------------------------------
ImGui embeds a copy of 'proggy_clean' that you can use without any external files.
Export your own font with bmfont (www.angelcode.com/products/bmfont).
ImGui embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g:
Load .TTF file with:
proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt
proggy_clean_13.png
ImGuiIO& io = ImGui::GetIO();
io.Font = new ImFont();
io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels);
Add a third parameter to bake specific font ranges:
If you need a free font that supports chinese/japanese characters, you can use the M+ fonts.
TTF and sources are availables at http://mplus-fonts.sourceforge.jp/mplus-outline-fonts.
This directory include some of the M+ fonts converted by bmfont.
io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels, ImFont::GetGlyphRangesDefault()); // Basic Latin, Extended Latin
io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels, ImFont::GetGlyphRangesJapanese()); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels, ImFont::GetGlyphRangesChinese()); // Japanese + full set of about 21000 CJK Unified Ideographs
//-----------------------------------------------------------------------------
Offset font by altering the io.Font->DisplayOffset value:
Configure bmfont:
io.Font->DisplayOffset.y += 1; // Render 1 pixel down
- Export .fnt as Binary
- Output .png, 32-bits (or whatever is suitable for your loader/renderer)
- Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts.
But you can experiment with other settings if you want anti-aliased fonts.
- Tip: use pngout.exe (http://advsys.net/ken/utils.htm) to further reduce the file size of .png files
All files in this folder have been optimised with pngout.exe
-----------------------------------
RECOMMENDED SIZES
-----------------------------------
-----------------------------------------------------------------------------
(A) Use font data embedded in ImGui
// Access embedded font data
const void* fnt_data; // pointer to FNT data
unsigned fnt_size; // size of FNT data
const void* png_data; // pointer to PNG data
unsigned int png_size; // size of PNG data
ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size);
1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything)
ImGuiIO& io = ImGui::GetIO();
io.Font = new ImFont();
io.Font->LoadFromMemory(fnt_data, fnt_size);
2. Load the .PNG data from 'png_data' into a texture
//-----------------------------------------------------------------------------
(B) Use fonts from external files
You need to set io.Font->TexUvForWhite to UV coordinates pointing to a white pixel in the texture.
You can either locate a white pixel manually or use code at runtime to find or write one.
The OpenGL example include sample code to find a white pixel given an uncompressed 32-bits texture:
// Automatically find white pixel from the texture we just loaded
// (io.Font->TexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
{
io.Font->TexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
break;
}
1. Load the .FNT data, e.g.
ImGuiIO& io = ImGui::GetIO();
// proggy_clean_13 [default]
io.Font = new ImFont();
io.Font->LoadFromFile("proggy_clean_13.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.Font->TexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128);
io.Font->DisplayOffset = ImVec2(0.0f, +1.0f);
// proggy_small_12
io.Font = new ImFont();
io.Font->LoadFromFile("proggy_small_12.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
io.Font->DisplayOffset = ImVec2(0.0f, +2.0f);
// proggy_small_14
io.Font = new ImFont();
io.Font->LoadFromFile("proggy_small_14.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
io.Font->DisplayOffset = ImVec2(0.0f, +3.0f);
// courier_new_16
io.Font->LoadFromFile("courier_new_16.fnt");
io.Font->TexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128);
// courier_new_18
io.Font->LoadFromFile("courier_new_18.fnt");
io.Font->TexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256);
2. Load the matching .PNG data into a texture
//-----------------------------------------------------------------------------
ProggyTiny.ttf Size: 10.0f Offset: Y: +1
ProggyClean.ttf Size: 13.0f Offset: Y: +1

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@ -771,7 +771,7 @@ struct ImFont
IMGUI_API bool IsLoaded() const { return TexPixels != NULL && !Glyphs.empty(); }
// Retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
static IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin + a few more
static IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
static IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
static IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs