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Docs: added more detailed information about UTF-8 encoding.
+ Revert mistakenly committed Win32+DX11 main.cpp from last commit.
This commit is contained in:
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513af1efc9
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430c05991c
@ -628,10 +628,11 @@ builder.BuildRanges(&ranges); // Build the final result
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
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```
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All your strings need to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
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by using the u8"hello" syntax. Specifying literal in your source code using a local code page
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(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
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Otherwise, you can convert yourself to UTF-8 or load text data from a file already saved as UTF-8.
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All your strings need to use UTF-8 encoding.
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You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
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Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
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See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
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of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
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Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
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The applications in examples/ are doing that.
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135
docs/FONTS.md
135
docs/FONTS.md
@ -12,41 +12,118 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
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## Index
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- [Readme First](#readme-first)
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- [About Filenames](#about-filenames)
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- [About UTF-8 Encoding](#about-utf-8-encoding)
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- [Debug Tools](#debug-tools)
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- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
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- [Fonts Loading Instructions](#font-loading-instructions)
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- [Fonts Loading Instructions](#fonts-loading-instructions)
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- [Using Icon Fonts](#using-icon-fonts)
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- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
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- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
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- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
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- [Using Custom Colorful Icons](#using-custom-colorful-icons)
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- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
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- [About filenames](#about-filenames)
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- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
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- [Font Links](#font-links)
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---------------------------------------
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## Readme First
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- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
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## Readme First
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**A vast majority of font and text related issues encountered comes from 3 things:**
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- Invalid filename due to use of `\` or unexpected working directory. See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
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- Invalid UTF-8 encoding of your non-ASCII strings. See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm yours is correct.
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- You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use Metrics/Debugger->Fonts to confirm loaded fonts and loaded glyph ranges.
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The third point is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load.
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All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it.
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**If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
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##### [Return to Index](#index)
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## About Filenames
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**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.**
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Two things to watch for:
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(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
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io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
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```
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In some situations, you may also use `/` path separator under Windows.
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(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
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io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
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```
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##### [Return to Index](#index)
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## About UTF-8 Encoding
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**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
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(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
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This is a convenient way to confirm that your encoding is correct.
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```cpp
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ImGui::SeparatorText("CORRECT");
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ImGui::DebugTextEncoding(u8"こんにちは");
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ImGui::SeparatorText("INCORRECT");
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ImGui::DebugTextEncoding("こんにちは");
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```
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![UTF-8 Encoding viewer](https://github.com/ocornut/imgui/assets/8225057/61c1696a-9a94-46c5-9627-cf91211111f0)
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You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
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(2) To encode in UTF-8:
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There are also compiler-specific ways to enforce UTF-8 encoding by default:
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- Visual Studio compiler: `/utf-8` command-line flag.
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- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
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- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
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Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
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```cpp
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ImGui::Text(u8"hello");
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ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
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ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
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```
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Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char_t*` which doesn't cast to `const char*`.
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Because of type usage of `u8""` in C++20 is a little more tedious:
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```cpp
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ImGui::Text((const char*)u8"こんにちは");
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```
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We suggest using a macro in your codebase:
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```cpp
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#define U8(_S) (const char*)u8##_S
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ImGui::Text(U8("こんにちは"));
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```
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##### [Return to Index](#index)
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## Debug Tools
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#### Metrics/Debugger->Fonts
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You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
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![Fonts debugging](https://user-images.githubusercontent.com/8225057/135429892-0e41ef8d-33c5-4991-bcf6-f997a0bcfd6b.png)
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- You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
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#### UTF-8 Encoding Viewer**
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You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
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![UTF-8 Encoding viewer](https://user-images.githubusercontent.com/8225057/166505963-8a0d7899-8ee8-4558-abb2-1ae523dc02f9.png)
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- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
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- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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```cpp
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u8"hello"
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u8"こんにちは" // this will be encoded as UTF-8
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```
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##### [Return to Index](#index)
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## How should I handle DPI in my application?
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See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
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@ -54,7 +131,7 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
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##### [Return to Index](#index)
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## Font Loading Instructions
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## Fonts Loading Instructions
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**Load default font:**
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```cpp
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@ -62,7 +139,6 @@ ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontDefault();
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```
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**Load .TTF/.OTF file with:**
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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@ -70,7 +146,6 @@ io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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```
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If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
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**Load multiple fonts:**
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```cpp
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// Init
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@ -86,7 +161,6 @@ ImGui::Text("Hello with another font");
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ImGui::PopFont();
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```
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**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
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```cpp
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ImFontConfig config;
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@ -96,7 +170,6 @@ config.GlyphExtraSpacing.x = 1.0f;
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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```
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**Combine multiple fonts into one:**
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```cpp
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// Load a first font
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@ -311,28 +384,6 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
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##### [Return to Index](#index)
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## About filenames
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**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
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Two things to watch for:
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- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
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```cpp
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// Relative filename depends on your Working Directory when running your program!
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
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// Load from the parent folder of your Working Directory
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io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
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```
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- In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
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io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
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```
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In some situations, you may also use `/` path separator under Windows.
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##### [Return to Index](#index)
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## Credits/Licenses For Fonts Included In Repository
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Some fonts files are available in the `misc/fonts/` folder:
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@ -1,4 +1,4 @@
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// Dear ImGui: standalone example application for DirectX 11
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// Dear ImGui: standalone example application for DirectX 11
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// If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
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// Read online: https://github.com/ocornut/imgui/tree/master/docs
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@ -26,7 +26,7 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
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int main(int, char**)
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{
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// Create application window
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ImGui_ImplWin32_EnableDpiAwareness();
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//ImGui_ImplWin32_EnableDpiAwareness();
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WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr };
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::RegisterClassExW(&wc);
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HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr);
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@ -71,7 +71,7 @@ int main(int, char**)
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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//IM_ASSERT(font != nullptr);
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// Our state
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@ -114,12 +114,6 @@ int main(int, char**)
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if (show_demo_window)
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ImGui::ShowDemoWindow(&show_demo_window);
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ImGui::SeparatorText("CORRECT");
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ImGui::DebugTextEncoding(u8"こんにちは");
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ImGui::SeparatorText("INCORRECT");
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ImGui::DebugTextEncoding("こんにちは");
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// 2. Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
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{
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static float f = 0.0f;
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@ -127,13 +121,6 @@ int main(int, char**)
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ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
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#define U8(_S) (const char*)u8##_S
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ImGui::Text(U8("こんにちは"));
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//#pragma execution_character_set("utf-8")
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ImGui::Text("日本語");
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ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
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ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
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ImGui::Checkbox("Another Window", &show_another_window);
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@ -13394,7 +13394,7 @@ void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
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void ImGui::DebugTextEncoding(const char* str)
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{
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Text("Text: \"%s\"", str);
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if (!BeginTable("list", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit))
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if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
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return;
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TableSetupColumn("Offset");
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TableSetupColumn("UTF-8");
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3
imgui.h
3
imgui.h
@ -2832,7 +2832,8 @@ struct ImFontAtlas
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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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// NB: Make sure that your string are UTF-8 and NOT in your local code page.
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// Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details.
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// NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data.
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IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
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IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic
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Block a user