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ImFont: Renamed ImFont::Glyph to ImFontGlyph (for consistency and so ImFontAtlas types can use it without ordering half of the file). Left a redirection type.
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@ -1926,7 +1926,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
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{
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// Display all glyphs of the fonts in separate pages of 256 characters
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const ImFont::Glyph* glyph_fallback = font->FallbackGlyph; // Forcefully/dodgily make FindGlyph() return NULL on fallback, which isn't the default behavior.
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const ImFontGlyph* glyph_fallback = font->FallbackGlyph; // Forcefully/dodgily make FindGlyph() return NULL on fallback, which isn't the default behavior.
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font->FallbackGlyph = NULL;
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for (int base = 0; base < 0x10000; base += 256)
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{
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@ -1943,7 +1943,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
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{
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ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size.x + cell_spacing), base_pos.y + (n / 16) * (cell_size.y + cell_spacing));
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ImVec2 cell_p2(cell_p1.x + cell_size.x, cell_p1.y + cell_size.y);
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const ImFont::Glyph* glyph = font->FindGlyph((ImWchar)(base+n));;
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const ImFontGlyph* glyph = font->FindGlyph((ImWchar)(base+n));;
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draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255,255,255,100) : IM_COL32(255,255,255,50));
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font->RenderChar(draw_list, cell_size.x, cell_p1, ImGui::GetColorU32(ImGuiCol_Text), (ImWchar)(base+n)); // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions available to generate a string.
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if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
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