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Added ImFontAtlas::GlyphRangesBuilder helper + doc
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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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