diff --git a/imgui.cpp b/imgui.cpp index eac091f8..5937b87f 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -118,6 +118,7 @@ Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix. Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code. + - 2015/01/08 (1.30) XXXXXXXX - 2014/12/10 (1.18) removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver) - 2014/11/28 (1.17) moved IO.Font*** options to inside the IO.Font-> structure. - 2014/11/26 (1.17) reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility @@ -156,12 +157,13 @@ e.g. "##Foobar" display an empty label and uses "##Foobar" as ID - read articles about the imgui principles (see web links) to understand the requirement and use of ID. - If you want to use a different font than the default: - - read extra_fonts/README.txt for instructions. Examples fonts are also provided. - - if you can only see text but no solid shapes or lines, make sure io.Font->TexUvForWhite is set to the texture coordinates of a pure white pixel in your texture! + If you want to use a different font than the default embedded copy of ProggyClean.ttf (size 13): + ImGuiIO& io = ImGui::GetIO(); + io.Font = new Font(); + io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels); If you want to input Japanese/Chinese/Korean in the text input widget: - - make sure you are using a font that can display the glyphs you want (see above paragraph about fonts) + - when loading the font, pass a range that contains the characters you need, e.g.: ImFont::GetGlyphRangesJapanese() - to have the Microsoft IME cursor appears at the right location in the screen, setup a handler for the io.ImeSetInputScreenPosFn function: #include @@ -1489,7 +1491,7 @@ void ImGui::NewFrame() IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f); IM_ASSERT(g.IO.RenderDrawListsFn != NULL); // Must be implemented IM_ASSERT(g.IO.Font); // Font not created - IM_ASSERT(g.IO.Font->IsLoaded()); // Font not loaded + IM_ASSERT(g.IO.Font->IsLoaded()); // Font not loaded if (!g.Initialized) {