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ImFontAtlas: Comments and minor reorganization of declaration in header file.
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imgui.h
46
imgui.h
@ -1369,21 +1369,25 @@ struct ImFontAtlas
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IMGUI_API void ClearFonts(); // Clear the ImGui-side font data (glyphs storage, UV coordinates)
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IMGUI_API void Clear(); // Clear all
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// Retrieve texture data
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// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
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// After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
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// Build atlas, retrieve pixel data.
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// User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID().
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// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
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// Pitch = Width * BytesPerPixels
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IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions.
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IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
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IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
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void SetTexID(ImTextureID id) { TexID = id; }
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//-------------------------------------------
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// Glyph Ranges
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//-------------------------------------------
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// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
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// NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
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IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
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IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
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IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
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IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
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IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Default + Japanese + full set of about 21000 CJK Unified Ideographs
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IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
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IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
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@ -1400,17 +1404,9 @@ struct ImFontAtlas
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IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
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};
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// Members
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// (Access texture data via GetTexData*() calls which will setup a default font for you.)
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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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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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int TexHeight; // Texture height calculated during Build().
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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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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
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ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
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//-------------------------------------------
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// Custom Rectangles
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//-------------------------------------------
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// [Private] User rectangle for packing custom texture data into the atlas.
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struct CustomRect
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@ -1422,10 +1418,24 @@ struct ImFontAtlas
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bool IsPacked() const { return X != 0xFFFF; }
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};
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// [Private] Members
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//-------------------------------------------
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// Members
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//-------------------------------------------
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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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// [Private]
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// NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
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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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int TexHeight; // Texture height calculated during Build().
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel
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ImVector<ImFont*> Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font.
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ImVector<CustomRect> CustomRects; // Rectangles for packing custom texture data into the atlas.
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ImVector<ImFontConfig> ConfigData; // Internal data
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IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
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IMGUI_API int CustomRectRegister(unsigned int id, int width, int height);
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IMGUI_API void CustomRectCalcUV(const CustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max);
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};
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@ -1438,7 +1448,7 @@ struct ImFont
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{
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ImWchar Codepoint;
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float XAdvance;
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float X0, Y0, X1, Y1;
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float X0, Y0, X1, Y1; // Glyph corners
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float U0, V0, U1, V1; // Texture coordinates
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};
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@ -1101,10 +1101,11 @@ const char FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS[FONT_ATLAS_DEFAULT_TEX_DATA_W_HALF
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ImFontAtlas::ImFontAtlas()
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{
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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 = TexDesiredWidth = 0;
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TexGlyphPadding = 1;
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TexWidth = TexHeight = 0;
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TexUvWhitePixel = ImVec2(0, 0);
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}
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