ImFontAtlas allows loading multiple fonts into same texture. Revamped new init API for 1.30

This commit is contained in:
ocornut
2015-01-17 22:15:29 +00:00
parent cb9a3235be
commit 2c31599bcc
6 changed files with 488 additions and 335 deletions

View File

@ -73,8 +73,8 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Setup orthographic projection matrix
D3DXMATRIXA16 mat;
@ -129,7 +129,7 @@ void CleanupDevice()
if (g_pVB) g_pVB->Release();
// InitDeviceD3D
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Font->TexID)
if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().FontAtlas->TexID)
tex->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (g_pD3D) g_pD3D->Release();
@ -173,13 +173,19 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
return DefWindowProc(hWnd, msg, wParam, lParam);
}
void LoadFontTexture(ImFont* font)
void LoadFontTexture()
{
unsigned char* pixels;
int width, height;
int bytes_per_pixel;
font->GetTextureDataAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Load one or more font
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font = io.FontAtlas->AddFontDefault();
//ImFont* my_font2 = io.FontAtlas->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, ImFontAtlas::GetGlyphRangesJapanese());
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.FontAtlas->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
@ -198,7 +204,8 @@ void LoadFontTexture(ImFont* font)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
font->TexID = (void *)pTexture;
// Store our identifier
io.FontAtlas->TexID = (void *)pTexture;
}
void InitImGui()
@ -238,10 +245,7 @@ void InitImGui()
return;
}
// Load font (optionally load a custom TTF font)
//io.Font->LoadFromFileTTF("myfont.ttf", font_size_px, ImFont::GetGlyphRangesDefault());
//io.Font->DisplayOffset.y += 1.0f;
LoadFontTexture(io.Font);
LoadFontTexture();
}
INT64 ticks_per_second = 0;