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ImFontConfig: Clarified persistence requirement of GlyphRanges array (#651)
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imgui.h
3
imgui.h
@ -1254,7 +1254,7 @@ struct ImFontConfig
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int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
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int OversampleH, OversampleV; // 3, 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis.
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bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
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bool PixelSnapH; // false // Align every character to pixel boundary (if enabled, set OversampleH/V to 1)
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ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
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ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs
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const ImWchar* GlyphRanges; // // List of Unicode range (2 value per range, values are inclusive, zero-terminated list)
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const ImWchar* GlyphRanges; // // Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE.
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bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
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bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs).
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bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
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bool MergeGlyphCenterV; // false // When merging (multiple ImFontInput for one ImFont), vertically center new glyphs instead of aligning their baseline
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@ -1273,6 +1273,7 @@ struct ImFontConfig
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// 3. Upload the pixels data into a texture within your graphics system.
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// 3. Upload the pixels data into a texture within your graphics system.
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// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
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// 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
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// 5. Call ClearTexData() to free textures memory on the heap.
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// 5. Call ClearTexData() to free textures memory on the heap.
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// NB: If you use a 'glyph_ranges' array you need to make sure that your array persist up until the ImFont is cleared. We only copy the pointer, not the data.
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struct ImFontAtlas
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struct ImFontAtlas
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{
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{
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IMGUI_API ImFontAtlas();
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IMGUI_API ImFontAtlas();
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