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https://github.com/Drezil/imgui.git
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Metrics, Demo: moved font details display to metrics code. (#4171)
This commit is contained in:
parent
e31d13fa76
commit
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@ -36,6 +36,9 @@ HOW TO UPDATE?
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-----------------------------------------------------------------------
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Other Changes:
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- Demo: Fixed requirement in 1.83 to link with imgui_demo.cpp if IMGUI_DISABLE_METRICS_WINDOW is not set. (#4171)
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Normally the right way to disable compiling the demo is to set IMGUI_DISABLE_DEMO_WINDOWS, but we want to avoid
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implying that the file is required.
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- Backends: OpenGL3: Handle GL_CLIP_ORIGIN on <4.5 contexts if "GL_ARB_clip_control" extension is detected. (#4170, #3998)
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116
imgui.cpp
116
imgui.cpp
@ -11280,6 +11280,25 @@ void ImGui::ShowMetricsWindow(bool* p_open)
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End();
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}
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// [DEBUG] List fonts in a font atlas and display its texture
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void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
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{
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for (int i = 0; i < atlas->Fonts.Size; i++)
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{
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ImFont* font = atlas->Fonts[i];
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PushID(font);
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DebugNodeFont(font);
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PopID();
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}
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if (TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
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{
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ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
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ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
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Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
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TreePop();
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}
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}
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// [DEBUG] Display contents of Columns
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void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
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{
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@ -11414,6 +11433,101 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co
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out_draw_list->Flags = backup_flags;
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}
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// [DEBUG] Display details for a single font, called by ShowStyleEditor().
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void ImGui::DebugNodeFont(ImFont* font)
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{
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bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
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font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
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SameLine();
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if (SmallButton("Set as default"))
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GetIO().FontDefault = font;
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if (!opened)
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return;
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// Display preview text
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PushFont(font);
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Text("The quick brown fox jumps over the lazy dog");
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PopFont();
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// Display details
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SetNextItemWidth(GetFontSize() * 8);
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DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
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SameLine(); MetricsHelpMarker(
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"Note than the default embedded font is NOT meant to be scaled.\n\n"
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"Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
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"You may oversample them to get some flexibility with scaling. "
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"You can also render at multiple sizes and select which one to use at runtime.\n\n"
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"(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
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Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
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Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
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Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
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const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
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Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
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for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
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if (font->ConfigData)
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if (const ImFontConfig* cfg = &font->ConfigData[config_i])
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BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
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config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
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// Display all glyphs of the fonts in separate pages of 256 characters
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if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
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{
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ImDrawList* draw_list = GetWindowDrawList();
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const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
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const float cell_size = font->FontSize * 1;
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const float cell_spacing = GetStyle().ItemSpacing.y;
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for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
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{
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// Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
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// This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
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// is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
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if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
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{
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base += 4096 - 256;
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continue;
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}
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int count = 0;
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for (unsigned int n = 0; n < 256; n++)
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if (font->FindGlyphNoFallback((ImWchar)(base + n)))
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count++;
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if (count <= 0)
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continue;
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if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
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continue;
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// Draw a 16x16 grid of glyphs
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ImVec2 base_pos = GetCursorScreenPos();
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for (unsigned int n = 0; n < 256; n++)
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{
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// We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
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// available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
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ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
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ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
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const ImFontGlyph* glyph = font->FindGlyphNoFallback((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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if (glyph)
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font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
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if (glyph && IsMouseHoveringRect(cell_p1, cell_p2))
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{
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BeginTooltip();
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Text("Codepoint: U+%04X", base + n);
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Separator();
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Text("Visible: %d", glyph->Visible);
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Text("AdvanceX: %.1f", glyph->AdvanceX);
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Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
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Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
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EndTooltip();
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}
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}
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Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
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TreePop();
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}
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TreePop();
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}
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TreePop();
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}
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// [DEBUG] Display contents of ImGuiStorage
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void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
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{
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@ -11564,9 +11678,11 @@ void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* la
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#else
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void ImGui::ShowMetricsWindow(bool*) {}
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void ImGui::ShowFontAtlas(ImFontAtlas*) {}
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void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
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void ImGui::DebugNodeDrawList(ImGuiWindow*, const ImDrawList*, const char*) {}
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void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
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void ImGui::DebugNodeFont(ImFont*) {}
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void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
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void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
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void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
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129
imgui_demo.cpp
129
imgui_demo.cpp
@ -54,7 +54,6 @@ Index of this file:
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// - sub section: ShowDemoWindowTables()
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// - sub section: ShowDemoWindowMisc()
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// [SECTION] About Window / ShowAboutWindow()
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// [SECTION] Font Viewer / ShowFontAtlas()
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// [SECTION] Style Editor / ShowStyleEditor()
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// [SECTION] Example App: Main Menu Bar / ShowExampleAppMainMenuBar()
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// [SECTION] Example App: Debug Console / ShowExampleAppConsole()
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@ -5744,15 +5743,15 @@ void ImGui::ShowAboutWindow(bool* p_open)
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}
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//-----------------------------------------------------------------------------
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// [SECTION] Font viewer / ShowFontAtlas()
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// [SECTION] Style Editor / ShowStyleEditor()
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//-----------------------------------------------------------------------------
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// - ShowFontSelector()
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// - ShowFont()
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// - ShowFontAtlas()
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// - ShowStyleSelector()
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// - ShowStyleEditor()
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//-----------------------------------------------------------------------------
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// This isn't worth putting in public API but we want Metrics to use it
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namespace ImGui { void ShowFontAtlas(ImFontAtlas* atlas); }
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// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
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namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
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// Demo helper function to select among loaded fonts.
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// Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
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@ -5780,124 +5779,6 @@ void ImGui::ShowFontSelector(const char* label)
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"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
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}
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// [Internal] Display details for a single font, called by ShowStyleEditor().
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static void ShowFont(ImFont* font)
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{
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ImGuiIO& io = ImGui::GetIO();
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ImGuiStyle& style = ImGui::GetStyle();
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bool font_details_opened = ImGui::TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
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font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
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ImGui::SameLine(); if (ImGui::SmallButton("Set as default")) { io.FontDefault = font; }
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if (!font_details_opened)
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return;
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// Display preview text
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ImGui::PushFont(font);
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ImGui::Text("The quick brown fox jumps over the lazy dog");
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ImGui::PopFont();
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// Display details
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ImGui::SetNextItemWidth(ImGui::GetFontSize() * 8);
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ImGui::DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); // Scale only this font
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ImGui::SameLine(); HelpMarker(
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"Note than the default embedded font is NOT meant to be scaled.\n\n"
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"Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
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"You may oversample them to get some flexibility with scaling. "
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"You can also render at multiple sizes and select which one to use at runtime.\n\n"
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"(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
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ImGui::Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
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ImGui::Text("Fallback character: '%c' (U+%04X)", font->FallbackChar, font->FallbackChar);
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ImGui::Text("Ellipsis character: '%c' (U+%04X)", font->EllipsisChar, font->EllipsisChar);
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const int surface_sqrt = (int)sqrtf((float)font->MetricsTotalSurface);
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ImGui::Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
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for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
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if (font->ConfigData)
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if (const ImFontConfig* cfg = &font->ConfigData[config_i])
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ImGui::BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
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config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
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// Display all glyphs of the fonts in separate pages of 256 characters
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if (ImGui::TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
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{
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const ImU32 glyph_col = ImGui::GetColorU32(ImGuiCol_Text);
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for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
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{
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// Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
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// This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
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// is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
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if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
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{
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base += 4096 - 256;
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continue;
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}
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int count = 0;
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for (unsigned int n = 0; n < 256; n++)
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if (font->FindGlyphNoFallback((ImWchar)(base + n)))
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count++;
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if (count <= 0)
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continue;
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if (!ImGui::TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
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continue;
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float cell_size = font->FontSize * 1;
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float cell_spacing = style.ItemSpacing.y;
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ImVec2 base_pos = ImGui::GetCursorScreenPos();
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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for (unsigned int n = 0; n < 256; n++)
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{
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// We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
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// available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
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ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
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ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
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const ImFontGlyph* glyph = font->FindGlyphNoFallback((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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if (glyph)
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font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
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if (glyph && ImGui::IsMouseHoveringRect(cell_p1, cell_p2))
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{
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ImGui::BeginTooltip();
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ImGui::Text("Codepoint: U+%04X", base + n);
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ImGui::Separator();
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ImGui::Text("Visible: %d", glyph->Visible);
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ImGui::Text("AdvanceX: %.1f", glyph->AdvanceX);
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ImGui::Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
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ImGui::Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
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ImGui::EndTooltip();
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}
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}
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ImGui::Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
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ImGui::TreePop();
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}
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ImGui::TreePop();
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}
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ImGui::TreePop();
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}
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void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
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{
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for (int i = 0; i < atlas->Fonts.Size; i++)
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{
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ImFont* font = atlas->Fonts[i];
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ImGui::PushID(font);
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ShowFont(font);
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ImGui::PopID();
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}
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if (ImGui::TreeNode("Atlas texture", "Atlas texture (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
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{
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ImVec4 tint_col = ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
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ImVec4 border_col = ImVec4(1.0f, 1.0f, 1.0f, 0.5f);
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ImGui::Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0, 0), ImVec2(1, 1), tint_col, border_col);
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ImGui::TreePop();
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}
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}
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//-----------------------------------------------------------------------------
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// [SECTION] Style Editor / ShowStyleEditor()
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//-----------------------------------------------------------------------------
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// - ShowStyleSelector()
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// - ShowStyleEditor()
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//-----------------------------------------------------------------------------
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// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
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// Here we use the simplified Combo() api that packs items into a single literal string.
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// Useful for quick combo boxes where the choices are known locally.
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@ -2613,9 +2613,11 @@ namespace ImGui
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inline void DebugDrawItemRect(ImU32 col = IM_COL32(255,0,0,255)) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; GetForegroundDrawList(window)->AddRect(window->DC.LastItemRect.Min, window->DC.LastItemRect.Max, col); }
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inline void DebugStartItemPicker() { ImGuiContext& g = *GImGui; g.DebugItemPickerActive = true; }
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IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas);
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IMGUI_API void DebugNodeColumns(ImGuiOldColumns* columns);
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IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, const ImDrawList* draw_list, const char* label);
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IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb);
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IMGUI_API void DebugNodeFont(ImFont* font);
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IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label);
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IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label);
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IMGUI_API void DebugNodeTable(ImGuiTable* table);
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