mirror of
https://github.com/xemu-project/imgui.git
synced 2024-11-23 18:29:51 +00:00
ImFont::GetTextureData API allow to retrieve 8/32 bits data + lazily load defaults font
Examples: OpenGL3 and DirectX11 back to using 32-bits texture solely for ease of integration.
This commit is contained in:
parent
241e8086fa
commit
0f4d74d614
@ -286,8 +286,7 @@ HRESULT InitDeviceD3D(HWND hWnd)
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\
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float4 main(PS_INPUT input) : SV_Target\
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{\
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float4 out_col = input.col; \
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out_col.w *= texture0.Sample(sampler0, input.uv).w; \
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float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
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return out_col; \
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}";
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@ -381,16 +380,18 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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unsigned char* pixels;
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int width, height;
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font->GetTextureDataRGBA32(&pixels, &width, &height);
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// Create texture
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D3D11_TEXTURE2D_DESC desc;
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ZeroMemory(&desc, sizeof(desc));
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desc.Width = font->TexWidth;
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desc.Height = font->TexHeight;
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desc.Width = width;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_A8_UNORM;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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@ -398,15 +399,15 @@ void LoadFontTexture(ImFont* font)
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ID3D11Texture2D *pTexture = NULL;
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D3D11_SUBRESOURCE_DATA subResource;
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subResource.pSysMem = font->TexPixels;
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subResource.SysMemPitch = desc.Width * 1;
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subResource.pSysMem = pixels;
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subResource.SysMemPitch = desc.Width * 4;
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subResource.SysMemSlicePitch = 0;
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g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
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// Create texture view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_A8_UNORM;
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srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MipLevels = desc.MipLevels;
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srvDesc.Texture2D.MostDetailedMip = 0;
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@ -464,10 +465,9 @@ void InitImGui()
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}
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}
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// Load font
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io.Font->LoadDefault();
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// Load font (optionally load a custom TTF font)
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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//io.Font->DisplayOffset.y += 1.0f;
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LoadFontTexture(io.Font);
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// Create texture sampler
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@ -569,11 +569,6 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (FLOAT)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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@ -176,10 +176,13 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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unsigned char* pixels;
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int width, height;
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int bytes_per_pixel;
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font->GetTextureDataAlpha8(&pixels, &width, &height, &bytes_per_pixel);
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LPDIRECT3DTEXTURE9 pTexture = NULL;
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if (D3DXCreateTexture(g_pd3dDevice, font->TexWidth, font->TexHeight, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
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if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
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{
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IM_ASSERT(0);
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return;
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@ -192,8 +195,8 @@ void LoadFontTexture(ImFont* font)
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IM_ASSERT(0);
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return;
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}
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for (int y = 0; y < font->TexHeight; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, font->TexPixels + font->TexWidth * y, font->TexWidth);
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for (int y = 0; y < height; y++)
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memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
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pTexture->UnlockRect(0);
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font->TexID = (void *)pTexture;
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@ -237,10 +240,9 @@ void InitImGui()
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return;
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}
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// Load font
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io.Font->LoadDefault();
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// Load font (optionally load a custom TTF font)
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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//io.Font->DisplayOffset.y += 1.0f;
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LoadFontTexture(io.Font);
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}
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@ -327,11 +329,6 @@ int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, int)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (FLOAT)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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@ -198,8 +198,7 @@ void InitGL()
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"out vec4 Out_Color;\n"
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"void main()\n"
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"{\n"
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" Out_Color = Frag_Color;\n"
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" Out_Color.w *= texture( Texture, Frag_UV.st).x;\n"
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" Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
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"}\n";
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shader_handle = glCreateProgram();
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@ -239,14 +238,17 @@ void InitGL()
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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unsigned char* pixels;
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int width, height;
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font->GetTextureDataRGBA32(&pixels, &width, &height);
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, font->TexWidth, font->TexHeight, 0, GL_RED, GL_UNSIGNED_BYTE, font->TexPixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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font->TexID = (void *)(intptr_t)tex_id;
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}
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@ -277,10 +279,9 @@ void InitImGui()
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Load font
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io.Font->LoadDefault();
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// Load font (optionally load a custom TTF font)
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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//io.Font->DisplayOffset.y += 1.0f;
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LoadFontTexture(io.Font);
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}
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@ -341,11 +342,6 @@ int main(int argc, char** argv)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (float)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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@ -148,14 +148,17 @@ void InitGL()
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void LoadFontTexture(ImFont* font)
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{
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IM_ASSERT(font && font->IsLoaded());
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unsigned char* pixels;
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int width, height;
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font->GetTextureDataAlpha8(&pixels, &width, &height);
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GLuint tex_id;
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glGenTextures(1, &tex_id);
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glBindTexture(GL_TEXTURE_2D, tex_id);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, font->TexWidth, font->TexHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, font->TexPixels);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
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font->TexID = (void *)(intptr_t)tex_id;
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}
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@ -186,10 +189,9 @@ void InitImGui()
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io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
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io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
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// Load font
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io.Font->LoadDefault();
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// Load font (optionally load a custom TTF font)
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//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
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//io.Font->DisplayOffset.y += 0.0f;
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//io.Font->DisplayOffset.y += 1.0f;
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LoadFontTexture(io.Font);
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}
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@ -249,11 +251,6 @@ int main(int argc, char** argv)
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show_test_window ^= ImGui::Button("Test Window");
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show_another_window ^= ImGui::Button("Another Window");
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static ImFont* font2 = NULL;
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if (!font2) { font2 = new ImFont(); font2->LoadFromFileTTF("../../extra_fonts/ArialUni.ttf", 30.0f); LoadFontTexture(font2); }
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ImGui::Image(font2->TexID, ImVec2((float)font2->TexWidth, (float)font2->TexHeight));
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//ImGui::GetWindowDrawList()->AddText(font2, 30.0f, ImGui::GetCursorScreenPos(), 0xFFFFFFFF, "Another font");
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// Calculate and show frame rate
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static float ms_per_frame[120] = { 0 };
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static int ms_per_frame_idx = 0;
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60
imgui.cpp
60
imgui.cpp
@ -6208,7 +6208,8 @@ ImFont::ImFont()
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DisplayOffset = ImVec2(0.5f, 0.5f);
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FallbackChar = (ImWchar)'?';
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TexPixels = NULL;
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TexPixelsAlpha8 = NULL;
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TexPixelsRGBA32 = NULL;
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Clear();
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}
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@ -6217,15 +6218,55 @@ ImFont::~ImFont()
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Clear();
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}
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void ImFont::GetTextureDataAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
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{
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// Lazily load default font
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if (!IsLoaded())
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LoadDefault();
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*out_pixels = TexPixelsAlpha8;
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if (out_width) *out_width = TexWidth;
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if (out_height) *out_height = TexHeight;
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if (out_bytes_per_pixel) *out_bytes_per_pixel = 1;
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}
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void ImFont::GetTextureDataRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel)
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{
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// Lazily convert to RGBA32 format
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// Although it is likely to be the most commonly used format, our font rendering is 8 bpp
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if (!TexPixelsRGBA32)
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{
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unsigned char* pixels;
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GetTextureDataAlpha8(&pixels, NULL, NULL);
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TexPixelsRGBA32 = (unsigned int*)ImGui::MemAlloc(TexWidth * TexHeight * 4);
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const unsigned char* src = pixels;
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unsigned int* dst = TexPixelsRGBA32;
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for (int n = TexWidth * TexHeight; n > 0; n--)
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*dst++ = ((*src++) << 24) | 0x00FFFFFF;
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}
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*out_pixels = (unsigned char*)TexPixelsRGBA32;
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if (out_width) *out_width = TexWidth;
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if (out_height) *out_height = TexHeight;
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if (out_bytes_per_pixel) *out_bytes_per_pixel = 4;
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}
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void ImFont::ClearTextureData()
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{
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if (TexPixelsAlpha8)
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ImGui::MemFree(TexPixelsAlpha8);
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if (TexPixelsRGBA32)
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ImGui::MemFree(TexPixelsRGBA32);
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TexPixelsAlpha8 = NULL;
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TexPixelsRGBA32 = NULL;
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}
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void ImFont::Clear()
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{
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if (TexPixels)
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ImGui::MemFree(TexPixels);
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DisplayOffset = ImVec2(0.5f, 0.5f);
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ClearTextureData();
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TexID = NULL;
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TexPixels = NULL;
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TexWidth = TexHeight = 0;
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TexExtraDataPos = TexUvWhitePixel = ImVec2(0, 0);
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@ -6392,7 +6433,6 @@ bool ImFont::LoadFromMemoryTTF(const void* data, size_t data_size, float size
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{
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TexWidth = 512;
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TexHeight = 0;
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TexPixels = NULL;
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const int max_tex_height = 1024*16;
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stbtt_pack_context spc;
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int ret = stbtt_PackBegin(&spc, NULL, TexWidth, max_tex_height, 0, 1, NULL);
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@ -6423,11 +6463,11 @@ bool ImFont::LoadFromMemoryTTF(const void* data, size_t data_size, float size
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if (rects[i].was_packed)
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tex_h = ImMax(tex_h, rects[i].y + rects[i].h);
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TexHeight = ImUpperPowerOfTwo(tex_h);
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TexPixels = (unsigned char*)ImGui::MemRealloc(TexPixels, TexWidth * TexHeight);
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memset(TexPixels, 0, TexWidth * TexHeight);
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TexPixelsAlpha8 = (unsigned char*)ImGui::MemRealloc(TexPixelsAlpha8, TexWidth * TexHeight);
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memset(TexPixelsAlpha8, 0, TexWidth * TexHeight);
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// Render characters
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spc.pixels = TexPixels;
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spc.pixels = TexPixelsAlpha8;
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spc.height = TexHeight;
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ret = stbtt_PackFontRangesRenderIntoRects(&spc, &ttf_info, ranges.begin(), ranges.size(), rects);
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stbtt_PackEnd(&spc);
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@ -6476,7 +6516,7 @@ bool ImFont::LoadFromMemoryTTF(const void* data, size_t data_size, float size
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ImGui::MemFree(ranges[i].chardata_for_range);
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// Draw white pixel and make UV points to it
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TexPixels[0] = TexPixels[1] = TexPixels[TexWidth+0] = TexPixels[TexWidth+1] = 0xFF;
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TexPixelsAlpha8[0] = TexPixelsAlpha8[1] = TexPixelsAlpha8[TexWidth+0] = TexPixelsAlpha8[TexWidth+1] = 0xFF;
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TexUvWhitePixel = ImVec2((TexExtraDataPos.x + 0.5f) / TexWidth, (TexExtraDataPos.y + 0.5f) / TexHeight);
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return true;
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66
imgui.h
66
imgui.h
@ -739,39 +739,26 @@ struct ImDrawList
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};
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// TTF font loading and rendering
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// NB: kerning pair are not supported (because some ImGui code does per-character CalcTextSize calls, need to turn it into something more state-ful to allow for kerning)
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// - ImGui automatically loads a default embedded font for you
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// - Call GetTextureData() to retrieve pixels data so you can upload the texture to your graphics system.
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// - Store your texture handle in 'TexID'. It will be passed back to you when rendering ('texture_id' field in ImDrawCmd)
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// (NB: kerning isn't supported. At the moment some ImGui code does per-character CalcTextSize calls, need something more state-ful)
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struct ImFont
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{
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// Settings
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float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
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ImTextureID TexID; // = 0 // After loading texture, store your texture handle here (ignore if you aren't using multiple fonts/textures)
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// Texture data: user is in charge of copying the pixels into a GPU texture.
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// You can set 'TexID' to uniquely identify your texture. TexId is copied to the ImDrawCmd structure which you receive during rendering.
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ImTextureID TexID; // User reference to texture used by the font (ignore if you aren't using multiple fonts/textures)
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unsigned char* TexPixels; // 1 byte, 1 component per pixel. Total byte size of TexWidth * TexHeight
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int TexWidth;
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int TexHeight;
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// [Internal]
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ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
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struct Glyph
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{
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ImWchar Codepoint;
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signed short XAdvance;
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signed short Width, Height;
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signed short XOffset, YOffset;
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float U0, V0, U1, V1; // Texture coordinates
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};
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// Runtime data
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float FontSize; // Height of characters
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ImVector<Glyph> Glyphs;
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ImVector<int> IndexLookup;
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const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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// Retrieve texture data
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// User is in charge of copying the pixels into graphics memory, then set 'TexID'.
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// 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();
|
||||
@ -781,8 +768,9 @@ 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;
|
||||
IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
|
||||
IMGUI_API bool IsLoaded() const { return TexPixels != NULL && !Glyphs.empty(); }
|
||||
IMGUI_API bool IsLoaded() const { return !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
|
||||
@ -795,6 +783,30 @@ struct ImFont
|
||||
IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
|
||||
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)
|
||||
|
||||
struct Glyph
|
||||
{
|
||||
ImWchar Codepoint;
|
||||
signed short XAdvance;
|
||||
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)
|
||||
};
|
||||
|
||||
//---- Include imgui_user.h at the end of imgui.h
|
||||
|
Loading…
Reference in New Issue
Block a user