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				https://github.com/Drezil/imgui.git
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	Added PushFont/PopFont API
This commit is contained in:
		
							
								
								
									
										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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