Moved IMGUI_FONT_TEX_UV_FOR_WHITE define to a variable so font can be changed at runtime

This commit is contained in:
ocornut 2014-08-28 14:53:41 +01:00
parent 88c33ecc29
commit 7adad71042
2 changed files with 4 additions and 6 deletions

View File

@ -105,7 +105,7 @@
- if you want to use a different font than the default
- create bitmap font data using BMFont. allocate ImGui::GetIO().Font and use ->LoadFromFile()/LoadFromMemory(), set ImGui::GetIO().FontHeight
- load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMGUI_FONT_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects.
- load your texture yourself. texture *MUST* have white pixel at UV coordinate Imgui::GetIO().FontTexUvForWhite. This is used to draw all solid shapes.
- tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code.
- tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function.
@ -279,6 +279,7 @@ ImGuiIO::ImGuiIO()
IniFilename = "imgui.ini";
LogFilename = "imgui_log.txt";
Font = NULL;
FontTexUvForWhite = ImVec2(0.0f,0.0f);
FontAllowScaling = false;
PixelCenterOffset = 0.0f;
MousePos = ImVec2(-1,-1);
@ -4812,7 +4813,7 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col)
{
vtx_write->pos = pos;
vtx_write->col = col;
vtx_write->uv = IMGUI_FONT_TEX_UV_FOR_WHITE;
vtx_write->uv = GImGui.IO.FontTexUvForWhite;
vtx_write++;
}

View File

@ -390,6 +390,7 @@ struct ImGuiIO
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
ImFont Font; // <auto> // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font).
float FontHeight; // <auto> // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y
ImVec2 FontTexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
bool FontAllowScaling; // = false // Set to allow scaling text with CTRL+Wheel.
float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry
@ -524,10 +525,6 @@ struct ImDrawCmd
ImVec4 clip_rect;
};
#ifndef IMGUI_FONT_TEX_UV_FOR_WHITE
#define IMGUI_FONT_TEX_UV_FOR_WHITE ImVec2(0.f,0.f)
#endif
// sizeof() == 20
struct ImDrawVert
{