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Added ImFontAtlas::GlyphRangesBuilder helper + doc
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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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