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https://github.com/Drezil/imgui.git
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Added PushFont/PopFont API
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parent
ab8d2782c6
commit
7ebd7ef9ac
58
imgui.cpp
58
imgui.cpp
@ -323,6 +323,7 @@ static void RenderText(ImVec2 pos, const char* text, const char* text_en
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static void RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border = true, float rounding = 0.0f);
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static void RenderCollapseTriangle(ImVec2 p_min, bool opened, float scale = 1.0f, bool shadow = false);
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static void SetFont(ImFont* font);
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static void ItemSize(ImVec2 size, ImVec2* adjust_start_offset = NULL);
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static void ItemSize(const ImGuiAabb& aabb, ImVec2* adjust_start_offset = NULL);
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static void PushColumnClipRect(int column_index = -1);
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@ -345,9 +346,10 @@ static const char* ImStristr(const char* haystack, const char* needle, const ch
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static size_t ImFormatString(char* buf, size_t buf_size, const char* fmt, ...);
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static size_t ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args);
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// Helpers: Data
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// Helpers: Misc
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static ImU32 ImCrc32(const void* data, size_t data_size, ImU32 seed);
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static bool ImLoadFileToMemory(const char* filename, const char* file_open_mode, void** out_file_data, size_t* out_file_size, size_t padding_bytes = 0);
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static int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
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// Helpers: Color Conversion
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static ImU32 ImConvertColorFloat4ToU32(const ImVec4& in);
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@ -873,8 +875,9 @@ struct ImGuiState
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bool Initialized;
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ImGuiIO IO;
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ImGuiStyle Style;
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float FontSize; // == IO.FontGlobalScale * IO.Font->Scale * IO.Font->Info->FontSize. Vertical distance between two lines of text, aka == CalcTextSize(" ").y
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ImVec2 FontTexUvWhitePixel; // == IO.Font->TexUvForWhite (cached copy)
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ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back()
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float FontSize; // (Shortcut) == IO.FontGlobalScale * (Font->Scale * Font->FontSize). Vertical distance between two lines of text, aka == CalcTextSize(" ").y
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ImVec2 FontTexUvWhitePixel; // (Shortcut) == Font->TexUvForWhite
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float Time;
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int FrameCount;
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@ -893,6 +896,7 @@ struct ImGuiState
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ImVector<ImGuiIniData*> Settings;
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ImVector<ImGuiColMod> ColorModifiers;
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ImVector<ImGuiStyleMod> StyleModifiers;
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ImVector<ImFont*> FontStack;
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ImVec2 SetNextWindowPosVal;
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ImGuiSetCondition SetNextWindowPosCond;
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ImVec2 SetNextWindowSizeVal;
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@ -1003,7 +1007,7 @@ public:
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void FocusItemUnregister();
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ImGuiAabb Aabb() const { return ImGuiAabb(Pos, Pos+Size); }
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ImFont* Font() const { return GImGui.IO.Font; }
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ImFont* Font() const { return GImGui.Font; }
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float FontSize() const { return GImGui.FontSize * FontWindowScale; }
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ImVec2 CursorPos() const { return DC.CursorPos; }
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float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0 : FontSize() + GImGui.Style.FramePadding.y * 2.0f; }
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@ -1537,11 +1541,7 @@ void ImGui::NewFrame()
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g.Initialized = true;
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}
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IM_ASSERT(g.IO.Font->Scale > 0.0f);
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g.FontSize = g.IO.FontGlobalScale * g.IO.Font->FontSize * g.IO.Font->Scale;
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g.FontTexUvWhitePixel = g.IO.Font->TexUvWhitePixel;
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g.IO.Font->FallbackGlyph = NULL;
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g.IO.Font->FallbackGlyph = g.IO.Font->FindGlyph(g.IO.Font->FallbackChar);
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SetFont(g.IO.Font);
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g.Time += g.IO.DeltaTime;
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g.FrameCount += 1;
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@ -2795,6 +2795,34 @@ float ImGui::GetItemWidth()
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return window->DC.ItemWidth.back();
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}
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static void SetFont(ImFont* font)
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{
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ImGuiState& g = GImGui;
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IM_ASSERT(font->Scale > 0.0f);
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g.Font = font;
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g.FontSize = g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale;
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g.FontTexUvWhitePixel = g.Font->TexUvWhitePixel;
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g.Font->FallbackGlyph = NULL;
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g.Font->FallbackGlyph = g.Font->FindGlyph(g.Font->FallbackChar);
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}
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void ImGui::PushFont(ImFont* font)
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{
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ImGuiState& g = GImGui;
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g.FontStack.push_back(font);
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SetFont(font);
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}
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void ImGui::PopFont()
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{
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ImGuiState& g = GImGui;
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g.FontStack.pop_back();
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SetFont(g.FontStack.empty() ? g.IO.Font : g.FontStack.back());
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}
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void ImGui::PushAllowKeyboardFocus(bool allow_keyboard_focus)
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{
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ImGuiWindow* window = GetCurrentWindow();
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@ -6432,8 +6460,6 @@ bool ImFont::LoadFromFileTTF(const char* filename, float size_pixels, const I
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return ret;
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}
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static int ImUpperPowerOfTwo(int v) { v--; v |= v >> 1; v |= v >> 2; v |= v >> 4; v |= v >> 8; v |= v >> 16; v++; return v; }
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bool ImFont::LoadFromMemoryTTF(const void* data, size_t data_size, float size_pixels, const ImWchar* glyph_ranges, int font_no)
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{
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Clear();
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@ -6841,7 +6867,7 @@ const char* ImFont::CalcWordWrapPositionA(float scale, const char* text, const c
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ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end, const char** remaining) const
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{
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if (!text_end)
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text_end = text_begin + strlen(text_begin); // FIXME-OPT
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text_end = text_begin + strlen(text_begin); // FIXME-OPT: Need to avoid this.
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const float scale = size / FontSize;
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const float line_height = FontSize * scale;
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@ -6890,8 +6916,7 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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if (c == '\n')
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{
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if (text_size.x < line_width)
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text_size.x = line_width;
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text_size.x = ImMax(text_size.x, line_width);
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text_size.y += line_height;
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line_width = 0.0f;
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continue;
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@ -6946,8 +6971,7 @@ ImVec2 ImFont::CalcTextSizeW(float size, float max_width, const ImWchar* text_be
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if (c == '\n')
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{
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if (text_size.x < line_width)
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text_size.x = line_width;
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text_size.x = ImMax(text_size.x, line_width);
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text_size.y += line_height;
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line_width = 0.0f;
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continue;
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@ -7435,7 +7459,7 @@ void ImGui::ShowTestWindow(bool* opened)
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if (ImGui::TreeNode("UTF-8 Text"))
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{
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// UTF-8 test with Japanese characters
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// (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)
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// (needs a suitable font, try Arial Unicode or M+ fonts http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html)
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// Most compiler appears to support UTF-8 in source code (with Visual Studio you need to save your file as 'UTF-8 without signature')
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// However for the sake for maximum portability here we are *not* including raw UTF-8 character in this source file, instead we encode the string with hexadecimal constants.
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// In your own application be reasonable and use UTF-8 in source or retrieve the data from file system!
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60
imgui.h
60
imgui.h
@ -178,6 +178,8 @@ namespace ImGui
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IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case. default to ~2/3 of windows width.
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IMGUI_API void PopItemWidth();
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IMGUI_API float GetItemWidth();
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IMGUI_API void PushFont(ImFont* font);
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IMGUI_API void PopFont();
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IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
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IMGUI_API void PopAllowKeyboardFocus();
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IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
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@ -753,16 +755,16 @@ struct ImFont
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float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
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ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
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ImTextureID TexID; // = 0 // After loading texture, store your texture handle here (ignore if you aren't using multiple fonts/textures)
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ImTextureID TexID; // = 0 // After loading texture, store your texture handle here (ignore if you aren't using multiple fonts/textures)
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// Retrieve texture data
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// Retrieve texture data
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// User is in charge of copying the pixels into graphics memory, then set 'TexID'.
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// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white.
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// If you intend to use large font it may be pref
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// NB: the data is invalidated as soon as you call a Load* function.
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IMGUI_API void GetTextureDataRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
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IMGUI_API void GetTextureDataAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
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IMGUI_API void ClearTextureData(); // Save RAM once the texture has been copied to graphics memory.
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// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white.
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// If you intend to use large font it may be pref
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// NB: the data is invalidated as soon as you call a Load* function.
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IMGUI_API void GetTextureDataRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
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IMGUI_API void GetTextureDataAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
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IMGUI_API void ClearTextureData(); // Save RAM once the texture has been copied to graphics memory.
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// Methods
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IMGUI_API ImFont();
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@ -772,7 +774,7 @@ struct ImFont
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IMGUI_API bool LoadFromMemoryTTF(const void* data, size_t data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0);
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IMGUI_API void Clear();
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IMGUI_API void BuildLookupTable();
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struct Glyph;
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struct Glyph;
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IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
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IMGUI_API bool IsLoaded() const { return !Glyphs.empty(); }
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@ -788,29 +790,29 @@ struct ImFont
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IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f) const;
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IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
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// Texture data
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// Access via GetTextureData() which will load the font if not loaded
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unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
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int TexWidth;
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int TexHeight;
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ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
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// Texture data
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// Access via GetTextureData() which will load the font if not loaded
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unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
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int TexWidth;
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int TexHeight;
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ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
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ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
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struct Glyph
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{
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ImWchar Codepoint;
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struct Glyph
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{
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ImWchar Codepoint;
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signed short XAdvance;
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signed short Width, Height;
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signed short XOffset, YOffset;
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float U0, V0, U1, V1; // Texture coordinates
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};
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signed short Width, Height;
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signed short XOffset, YOffset;
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float U0, V0, U1, V1; // Texture coordinates
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};
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// Runtime data
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float FontSize; // Height of characters
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ImVector<Glyph> Glyphs;
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ImVector<int> IndexLookup;
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const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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// Runtime data
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float FontSize; // Height of characters
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ImVector<Glyph> Glyphs;
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ImVector<int> IndexLookup;
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const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
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};
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//---- Include imgui_user.h at the end of imgui.h
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