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Added ImFontAtlas::GlyphRangesBuilder helper + doc
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@ -24,6 +24,7 @@
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// Usage, e.g.
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ImGui::Text("%s Search", ICON_FA_SEARCH);
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---------------------------------
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FONTS LOADING INSTRUCTIONS
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---------------------------------
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@ -84,11 +85,27 @@
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font->DisplayOffset.y += 1; // Render 1 pixel down
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---------------------------------
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BUILDING CUSTOM GLYPH RANGES
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---------------------------------
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You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
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For exemple: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
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ImVector<ImWchar> ranges;
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ImFontAtlas::GlyphRangesBuilder builder;
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builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
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builder.AddChar(0x7262); // Add a specific character
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builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
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builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
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---------------------------------
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REMAPPING CODEPOINTS
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---------------------------------
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All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work.
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All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will NOT work!
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In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
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You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
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@ -169,6 +186,9 @@
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Inconsolata
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http://www.levien.com/type/myfonts/inconsolata.html
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Google Noto Fonts (worldwide languages)
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https://www.google.com/get/noto/
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Adobe Source Code Pro: Monospaced font family for user interface and coding environments
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https://github.com/adobe-fonts/source-code-pro
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24
imgui.cpp
24
imgui.cpp
@ -457,15 +457,25 @@
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Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
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A: When loading a font, pass custom Unicode ranges to specify the glyphs to load.
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All your strings needs to use UTF-8 encoding. 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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In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
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You can also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); // Load Japanese characters
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io.Fonts->GetTexDataAsRGBA32() or GetTexDataAsAlpha8()
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io.ImeWindowHandle = MY_HWND; // To input using Microsoft IME, give ImGui the hwnd of your application
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// Add default Japanese ranges
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
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// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
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ImVector<ImWchar> ranges;
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ImFontAtlas::GlyphRangesBuilder builder;
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builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
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builder.AddChar(0x7262); // Add a specific character
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builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
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builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
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As for text input, depends on you passing the right character code to io.AddInputCharacter(). The example applications do that.
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All your strings needs to use UTF-8 encoding. 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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Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
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Text input: it is up to your application to pass the right character code to io.AddInputCharacter(). The applications in examples/ are doing that.
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For languages using IME, on Windows you can copy the Hwnd of your application to io.ImeWindowHandle. The default implementation of io.ImeSetInputScreenPosFn() on Windows will set your IME position correctly.
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Q: How can I preserve my ImGui context across reloading a DLL? (loss of the global/static variables)
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A: Create your own context 'ctx = CreateContext()' + 'SetCurrentContext(ctx)' and your own font atlas 'ctx->GetIO().Fonts = new ImFontAtlas()' so you don't rely on the default globals.
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15
imgui.h
15
imgui.h
@ -1350,7 +1350,7 @@ struct ImFontAtlas
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void SetTexID(ImTextureID id) { TexID = id; }
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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 a UTF-8 string literally 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. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details.
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IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
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IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters
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IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
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@ -1358,6 +1358,19 @@ struct ImFontAtlas
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IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters
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IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters
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// Helpers to build glyph ranges from text data. Feed all your application strings/characters to it then call BuildRanges().
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struct GlyphRangesBuilder
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{
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ImVector<unsigned char> UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used)
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GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); }
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bool GetBit(int n) { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; }
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void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array
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void AddChar(ImWchar c) { SetBit(c); } // Add character
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IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added)
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IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault) to force add all of ASCII/Latin+Ext
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IMGUI_API void BuildRanges(ImVector<ImWchar>* out_ranges); // Output new ranges
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};
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// Members
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// (Access texture data via GetTexData*() calls which will setup a default font for you.)
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ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure.
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@ -1694,6 +1694,44 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai()
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return &ranges[0];
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}
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//-----------------------------------------------------------------------------
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// ImFontAtlas::GlyphRangesBuilder
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//-----------------------------------------------------------------------------
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void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end)
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{
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while (text_end ? (text < text_end) : *text)
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{
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unsigned int c = 0;
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int c_len = ImTextCharFromUtf8(&c, text, text_end);
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text += c_len;
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if (c_len == 0)
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break;
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if (c < 0x10000)
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AddChar((ImWchar)c);
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}
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}
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void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges)
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{
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for (; ranges[0]; ranges += 2)
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for (ImWchar c = ranges[0]; c <= ranges[1]; c++)
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AddChar(c);
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}
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void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector<ImWchar>* out_ranges)
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{
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for (int n = 0; n < 0x10000; n++)
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if (GetBit(n))
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{
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out_ranges->push_back((ImWchar)n);
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while (n < 0x10000 && GetBit(n + 1))
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n++;
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out_ranges->push_back((ImWchar)n);
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}
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out_ranges->push_back(0);
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}
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//-----------------------------------------------------------------------------
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// ImFont
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//-----------------------------------------------------------------------------
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