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	Moved IMGUI_FONT_TEX_UV_FOR_WHITE define to a variable so font can be changed at runtime
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		| @@ -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++; | ||||
| } | ||||
|  | ||||
|   | ||||
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