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Comments, moved ImFontAtlas::Flags to "public" area.
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imgui.h
2
imgui.h
@ -1707,13 +1707,13 @@ struct ImFontAtlas
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// Members
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//-------------------------------------------
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ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_)
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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
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int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1.
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// [Internal]
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// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
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ImFontAtlasFlags Flags; // Build flags
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unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
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int TexWidth; // Texture width calculated during Build().
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@ -1360,15 +1360,16 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][
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ImFontAtlas::ImFontAtlas()
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{
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Flags = 0x00;
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TexID = NULL;
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TexDesiredWidth = 0;
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TexGlyphPadding = 1;
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TexPixelsAlpha8 = NULL;
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TexPixelsRGBA32 = NULL;
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TexWidth = TexHeight = 0;
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TexUvScale = ImVec2(0.0f, 0.0f);
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TexUvWhitePixel = ImVec2(0.0f, 0.0f);
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Flags = 0x00;
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for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
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CustomRectIds[n] = -1;
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}
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@ -80,6 +80,7 @@ In this document:
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- Mind the fact that some graphics drivers have texture size limitation.
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- Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
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- Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
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- You may reduce oversampling, e.g. config.OversampleH = 2 or 1.
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- Reduce glyphs ranges, consider calculating them based on your source data if this is possible.
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@ -111,7 +112,7 @@ In this document:
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Offset font vertically by altering the io.Font->DisplayOffset value:
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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font->DisplayOffset.y += 1; // Render 1 pixel down
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font->DisplayOffset.y = 1; // Render 1 pixel down
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---------------------------------------
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