Added mouse cursor types handling + embed mouse cursor data #155

This commit is contained in:
ocornut 2015-03-21 13:59:19 +00:00
parent 7f49ac0407
commit 810fcd8bcb
2 changed files with 273 additions and 55 deletions

309
imgui.cpp
View File

@ -484,17 +484,6 @@ static const char* GetClipboardTextFn_DefaultImpl();
static void SetClipboardTextFn_DefaultImpl(const char* text);
static void ImeSetInputScreenPosFn_DefaultImpl(int x, int y);
//-----------------------------------------------------------------------------
// Texture Atlas data
//-----------------------------------------------------------------------------
// Technically we should use the rect pack API for that, but it's just simpler to hard-core the positions for now.
// As we start using more of the texture atlas (for rounded corners) we can change that.
static const ImVec2 TEX_ATLAS_SIZE(32, 32);
static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_BLACK(1, 3);
static const ImVec2 TEX_ATLAS_POS_MOUSE_CURSOR_WHITE(14, 3);
static const ImVec2 TEX_ATLAS_SIZE_MOUSE_CURSOR(12, 19);
//-----------------------------------------------------------------------------
// User facing structures
//-----------------------------------------------------------------------------
@ -1038,6 +1027,15 @@ struct ImGuiIniData
~ImGuiIniData() { if (Name) { ImGui::MemFree(Name); Name = NULL; } }
};
struct ImGuiMouseCursorData
{
ImGuiMouseCursor Type;
ImVec2 Offset;
ImVec2 Size;
ImVec2 TexUvMin[2];
ImVec2 TexUvMax[2];
};
// Main state for ImGui
struct ImGuiState
{
@ -1082,7 +1080,11 @@ struct ImGuiState
// Render
ImVector<ImDrawList*> RenderDrawLists;
ImVector<ImGuiWindow*> RenderSortedWindows;
ImDrawList CursorDrawList;
// Mouse cursor
ImGuiMouseCursor MouseCursor;
ImDrawList MouseCursorDrawList; // Optional software render of mouse cursors, if io.MouseDrawCursor is set
ImGuiMouseCursorData MouseCursorData[ImGuiMouseCursor_Count_];
// Widget state
ImGuiTextEditState InputTextState;
@ -1901,6 +1903,7 @@ void ImGui::NewFrame()
bool mouse_owned_by_application = mouse_earliest_button_down != -1 && !g.IO.MouseDownOwned[mouse_earliest_button_down];
g.IO.WantCaptureMouse = (!mouse_owned_by_application && g.HoveredWindow != NULL) || (g.ActiveId != 0);
g.IO.WantCaptureKeyboard = (g.ActiveId != 0);
g.MouseCursor = ImGuiMouseCursor_Arrow;
// If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
if (mouse_owned_by_application)
@ -1990,7 +1993,7 @@ void ImGui::Shutdown()
g.FontStack.clear();
g.RenderDrawLists.clear();
g.RenderSortedWindows.clear();
g.CursorDrawList.ClearFreeMemory();
g.MouseCursorDrawList.ClearFreeMemory();
g.ColorEditModeStorage.Clear();
if (g.PrivateClipboard)
{
@ -2140,18 +2143,18 @@ void ImGui::Render()
if (g.IO.MouseDrawCursor)
{
const ImVec2 pos = g.IO.MousePos;
const ImVec2 size = TEX_ATLAS_SIZE_MOUSE_CURSOR;
const ImGuiMouseCursorData& cursor_data = g.MouseCursorData[g.MouseCursor];
const ImVec2 pos = g.IO.MousePos - cursor_data.Offset;
const ImVec2 size = cursor_data.Size;
const ImTextureID tex_id = g.IO.Fonts->TexID;
const ImVec2 tex_uv_scale(1.0f/g.IO.Fonts->TexWidth, 1.0f/g.IO.Fonts->TexHeight);
g.CursorDrawList.Clear();
g.CursorDrawList.PushTextureID(tex_id);
g.CursorDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
g.CursorDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0x30000000); // Shadow
g.CursorDrawList.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_BLACK * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_BLACK + size) * tex_uv_scale, 0xFF000000); // Black border
g.CursorDrawList.AddImage(tex_id, pos, pos + size, TEX_ATLAS_POS_MOUSE_CURSOR_WHITE * tex_uv_scale, (TEX_ATLAS_POS_MOUSE_CURSOR_WHITE + size) * tex_uv_scale, 0xFFFFFFFF); // White fill
g.CursorDrawList.PopTextureID();
AddDrawListToRenderList(&g.CursorDrawList);
g.MouseCursorDrawList.Clear();
g.MouseCursorDrawList.PushTextureID(tex_id);
g.MouseCursorDrawList.AddImage(tex_id, pos+ImVec2(1,0), pos+ImVec2(1,0) + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0x30000000); // Shadow
g.MouseCursorDrawList.AddImage(tex_id, pos+ImVec2(2,0), pos+ImVec2(2,0) + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0x30000000); // Shadow
g.MouseCursorDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[0], cursor_data.TexUvMax[0], 0xFF000000); // Black border
g.MouseCursorDrawList.AddImage(tex_id, pos, pos + size, cursor_data.TexUvMin[1], cursor_data.TexUvMax[1], 0xFFFFFFFF); // White fill
g.MouseCursorDrawList.PopTextureID();
AddDrawListToRenderList(&g.MouseCursorDrawList);
}
// Render
@ -2580,6 +2583,16 @@ ImVec2 ImGui::GetMouseDragDelta(int button, float lock_threshold)
return ImVec2(0.0f, 0.0f);
}
ImGuiMouseCursor ImGui::GetMouseCursor()
{
return GImGui->MouseCursor;
}
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
{
GImGui->MouseCursor = cursor_type;
}
bool ImGui::IsItemHovered()
{
ImGuiWindow* window = GetCurrentWindow();
@ -3065,12 +3078,15 @@ bool ImGui::Begin(const char* name, bool* p_opened, const ImVec2& size, float bg
else if (!(window->Flags & ImGuiWindowFlags_NoResize))
{
// Manual resize grip
const ImRect resize_rect(window->Rect().GetBR()-ImVec2(18,18), window->Rect().GetBR());
const ImRect resize_rect(window->Rect().GetBR()-ImVec2(14,14), window->Rect().GetBR());
const ImGuiID resize_id = window->GetID("#RESIZE");
bool hovered, held;
ButtonBehavior(resize_rect, resize_id, &hovered, &held, true);
resize_col = window->Color(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
if (hovered || held)
g.MouseCursor = ImGuiMouseCursor_ResizeNWSE;
if (g.HoveredWindow == window && held && g.IO.MouseDoubleClicked[0])
{
// Manual auto-fit when double-clicking
@ -5858,7 +5874,10 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
const bool hovered = IsHovered(frame_bb, id);
if (hovered)
{
g.HoveredId = id;
g.MouseCursor = ImGuiMouseCursor_TextInput;
}
const bool user_clicked = hovered && io.MouseClicked[0];
bool select_all = (g.ActiveId != id) && (flags & ImGuiInputTextFlags_AutoSelectAll) != 0;
@ -5948,7 +5967,7 @@ bool ImGui::InputText(const char* label, char* buf, size_t buf_size, ImGuiInputT
edit_state.CursorAnimReset();
}
if (edit_state.SelectedAllMouseLock && !io.MouseDown[0])
edit_state.SelectedAllMouseLock = false;
edit_state.SelectedAllMouseLock = false;
if (g.IO.InputCharacters[0])
{
@ -7644,7 +7663,7 @@ ImFontAtlas::ImFontAtlas()
TexPixelsAlpha8 = NULL;
TexPixelsRGBA32 = NULL;
TexWidth = TexHeight = 0;
TexExtraDataPos = TexUvWhitePixel = ImVec2(0, 0);
TexUvWhitePixel = ImVec2(0, 0);
}
ImFontAtlas::~ImFontAtlas()
@ -7802,7 +7821,7 @@ bool ImFontAtlas::Build()
TexID = NULL;
TexWidth = TexHeight = 0;
TexExtraDataPos = TexUvWhitePixel = ImVec2(0, 0);
TexUvWhitePixel = ImVec2(0, 0);
ClearTexData();
// Initialize font information early (so we can error without any cleanup) + count glyphs
@ -7835,12 +7854,14 @@ bool ImFontAtlas::Build()
IM_ASSERT(ret);
stbtt_PackSetOversampling(&spc, 1, 1);
// Pack our extra data rectangle first, so it will be on the upper-left corner of our texture (UV will have small values).
stbrp_rect extra_rect;
extra_rect.w = (stbrp_coord)TEX_ATLAS_SIZE.x;
extra_rect.h = (stbrp_coord)TEX_ATLAS_SIZE.y;
stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rect, 1);
TexExtraDataPos = ImVec2(extra_rect.x, extra_rect.y);
// Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values).
ImVector<stbrp_rect> extra_rects;
RenderCustomTexData(0, &extra_rects);
stbrp_pack_rects((stbrp_context*)spc.pack_info, &extra_rects[0], (int)extra_rects.size());
int tex_height = 0;
for (size_t i = 0; i < extra_rects.size(); i++)
if (extra_rects[i].was_packed)
tex_height = ImMax(tex_height, extra_rects[i].y + extra_rects[i].h);
// Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0)
int buf_packedchars_n = 0, buf_rects_n = 0, buf_ranges_n = 0;
@ -7848,11 +7869,10 @@ bool ImFontAtlas::Build()
stbrp_rect* buf_rects = (stbrp_rect*)ImGui::MemAlloc(total_glyph_count * sizeof(stbrp_rect));
stbtt_pack_range* buf_ranges = (stbtt_pack_range*)ImGui::MemAlloc(total_glyph_range_count * sizeof(stbtt_pack_range));
memset(buf_packedchars, 0, total_glyph_count * sizeof(stbtt_packedchar));
memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnessary but let's clear this for the sake of sanity.
memset(buf_rects, 0, total_glyph_count * sizeof(stbrp_rect)); // Unnecessary but let's clear this for the sake of sanity.
memset(buf_ranges, 0, total_glyph_range_count * sizeof(stbtt_pack_range));
// First pass: pack all glyphs (no rendering at this point, we are working with glyph sizes only)
int tex_height = extra_rect.y + extra_rect.h;
// First font pass: pack all glyphs (no rendering at this point, we are working with glyph sizes only)
for (size_t input_i = 0; input_i < InputData.size(); input_i++)
{
ImFontAtlasData& data = *InputData[input_i];
@ -7964,22 +7984,67 @@ bool ImFontAtlas::Build()
ClearInputData();
// Render into our custom data block
RenderCustomTexData();
RenderCustomTexData(1, &extra_rects);
return true;
}
void ImFontAtlas::RenderCustomTexData()
static void AddMouseCursor(int pass, ImVector<stbrp_rect>& rects, int& rect_i, ImGuiMouseCursor type, const ImVec2& offset, const ImVec2& size, const char* in_char_pixels, unsigned char* tex_pixels, const ImVec2& tex_uv_scale, int tex_pitch)
{
IM_ASSERT(TexExtraDataPos.x == 0.0f && TexExtraDataPos.y == 0.0f);
if (pass == 0)
{
stbrp_rect r;
r.w = (unsigned short)((size.x*2)+1);
r.h = (unsigned short)(size.y);
rects.push_back(r);
}
else if (pass == 1)
{
ImGuiMouseCursorData& cursor_data = GImGui->MouseCursorData[type];
cursor_data.Type = type;
cursor_data.Size = size;
cursor_data.Offset = offset;
const stbrp_rect& r = rects[rect_i++];
ImVec2 pos((float)r.x, (float)r.y);
for (int layer = 0; layer < 2; layer++)
{
// Draw a mouse cursor into texture
// Because our font uses a single color channel, we have to spread the cursor in 2 layers (black/white) which will be rendered separately.
const char layer_char = layer ? '.' : 'X';
cursor_data.TexUvMin[layer] = (pos) * tex_uv_scale;
cursor_data.TexUvMax[layer] = (pos + size) * tex_uv_scale;
for (int y = 0, n = 0; y < (int)size.y; y++)
for (int x = 0; x < (int)size.x; x++, n++)
tex_pixels[((int)pos.x + x) + ((int)pos.y + y) * tex_pitch] = (in_char_pixels[n] == layer_char) ? 0xFF : 0x00;
pos.x += size.x + 1;
}
}
}
void ImFontAtlas::RenderCustomTexData(int pass, void* rects_opaque)
{
ImVector<stbrp_rect>& rects = *(ImVector<stbrp_rect>*)rects_opaque;
int rect_i = 0;
// Draw white pixel into texture and make UV points to it
TexPixelsAlpha8[0] = TexPixelsAlpha8[1] = TexPixelsAlpha8[TexWidth+0] = TexPixelsAlpha8[TexWidth+1] = 0xFF;
TexUvWhitePixel = ImVec2((TexExtraDataPos.x + 0.5f) / TexWidth, (TexExtraDataPos.y + 0.5f) / TexHeight);
const ImVec2 uv_scale(1.0f / TexWidth, 1.0f / TexHeight);
if (pass == 0)
{
// Measure
stbrp_rect r;
r.w = r.h = 3;
rects.push_back(r);
}
else if (pass == 1)
{
// Render
const stbrp_rect& r = rects[rect_i++];
const int offset = (int)r.x + (int)r.y * TexWidth;
TexPixelsAlpha8[offset] = TexPixelsAlpha8[offset+1] = TexPixelsAlpha8[TexWidth] = TexPixelsAlpha8[TexWidth+1] = 0xFF;
TexUvWhitePixel = ImVec2(r.x + 0.5f, r.y + 0.5f) * uv_scale;
}
// Draw a mouse cursor into texture
// Because our font uses a single color channel, we have to spread the cursor in 2 layers (black/white) which will be rendered separately.
const char cursor_pixels[] =
const char cursor_arrow[12*19+1] =
{
"X "
"XX "
@ -8001,13 +8066,136 @@ void ImFontAtlas::RenderCustomTexData()
" X..X "
" XX "
};
IM_ASSERT(sizeof(cursor_pixels)-1 == (int)TEX_ATLAS_SIZE_MOUSE_CURSOR.x * (int)TEX_ATLAS_SIZE_MOUSE_CURSOR.y);
for (int y = 0, n = 0; y < 19; y++)
for (int x = 0; x < 12; x++, n++)
{
TexPixelsAlpha8[((int)TEX_ATLAS_POS_MOUSE_CURSOR_BLACK.x + x) + ((int)TEX_ATLAS_POS_MOUSE_CURSOR_BLACK.y + y) * TexWidth] = (cursor_pixels[n] == 'X') ? 0xFF : 0x00;
TexPixelsAlpha8[((int)TEX_ATLAS_POS_MOUSE_CURSOR_WHITE.x + x) + ((int)TEX_ATLAS_POS_MOUSE_CURSOR_WHITE.y + y) * TexWidth] = (cursor_pixels[n] == '.') ? 0xFF : 0x00;
}
const char cursor_text_input[7*16+1] =
{
"XXXXXXX"
"X.....X"
"XXX.XXX"
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
"XXX.XXX"
"X.....X"
"XXXXXXX"
};
const char cursor_move[23*23+1] =
{
" X "
" X.X "
" X...X "
" X.....X "
" X.......X "
" XXXX.XXXX "
" X.X "
" XX X.X XX "
" X.X X.X X.X "
" X..X X.X X..X "
" X...XXXXXX.XXXXXX...X "
"X.....................X"
" X...XXXXXX.XXXXXX...X "
" X..X X.X X..X "
" X.X X.X X.X "
" XX X.X XX "
" X.X "
" XXXX.XXXX "
" X.......X "
" X.....X "
" X...X "
" X.X "
" X "
};
const char cursor_resize_ns[9*23+1] =
{
" X "
" X.X "
" X...X "
" X.....X "
"X.......X"
"XXXX.XXXX"
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
" X.X "
"XXXX.XXXX"
"X.......X"
" X.....X "
" X...X "
" X.X "
" X "
};
const char cursor_resize_ew[23*9+1] =
{
" XX XX "
" X.X X.X "
" X..X X..X "
" X...XXXXXXXXXXXXX...X "
"X.....................X"
" X...XXXXXXXXXXXXX...X "
" X..X X..X "
" X.X X.X "
" XX XX "
};
const char cursor_resize_nwse[17*17+1] =
{
"XXXXXXX "
"X.....X "
"X....X "
"X...X "
"X..X.X "
"X.X X.X "
"XX X.X "
" X.X "
" X.X "
" X.X "
" X.X XX"
" X.X X.X"
" X.X..X"
" X...X"
" X....X"
" X.....X"
" XXXXXXX"
};
const char cursor_resize_nesw[17*17+1] =
{
" XXXXXXX"
" X.....X"
" X....X"
" X...X"
" X.X..X"
" X.X X.X"
" X.X XX"
" X.X "
" X.X "
" X.X "
"XX X.X "
"X.X X.X "
"X..X.X "
"X...X "
"X....X "
"X.....X "
"XXXXXXX "
};
AddMouseCursor(pass, rects, rect_i, ImGuiMouseCursor_Arrow, ImVec2(0,0), ImVec2(12,19), cursor_arrow, TexPixelsAlpha8, uv_scale, TexWidth);
AddMouseCursor(pass, rects, rect_i, ImGuiMouseCursor_TextInput, ImVec2(4,9), ImVec2(7,16), cursor_text_input, TexPixelsAlpha8, uv_scale, TexWidth);
AddMouseCursor(pass, rects, rect_i, ImGuiMouseCursor_Move, ImVec2(11,11), ImVec2(23,23), cursor_move, TexPixelsAlpha8, uv_scale, TexWidth);
AddMouseCursor(pass, rects, rect_i, ImGuiMouseCursor_ResizeNS, ImVec2(5,11), ImVec2(9,23), cursor_resize_ns, TexPixelsAlpha8, uv_scale, TexWidth);
AddMouseCursor(pass, rects, rect_i, ImGuiMouseCursor_ResizeEW, ImVec2(11,5), ImVec2(23,9), cursor_resize_ew, TexPixelsAlpha8, uv_scale, TexWidth);
AddMouseCursor(pass, rects, rect_i, ImGuiMouseCursor_ResizeNESW,ImVec2(9,9), ImVec2(17,17), cursor_resize_nesw, TexPixelsAlpha8, uv_scale, TexWidth);
AddMouseCursor(pass, rects, rect_i, ImGuiMouseCursor_ResizeNWSE,ImVec2(9,9), ImVec2(17,17), cursor_resize_nwse, TexPixelsAlpha8, uv_scale, TexWidth);
}
//-----------------------------------------------------------------------------
@ -9862,7 +10050,7 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::BulletText("%s", lines[i]);
}
if (ImGui::CollapsingHeader("Keyboard & Focus"))
if (ImGui::CollapsingHeader("Keyboard, Mouse & Focus"))
{
if (ImGui::TreeNode("Tabbing"))
{
@ -9907,6 +10095,21 @@ void ImGui::ShowTestWindow(bool* opened)
ImGui::TextWrapped("Cursor & selection are preserved when refocusing last used item in code.");
ImGui::TreePop();
}
if (ImGui::TreeNode("Mouse cursors"))
{
ImGui::TextWrapped("(Your application can render a different mouse cursor based on what ImGui::GetMouseCursor() returns. You can also set io.MouseDrawCursor to ask ImGui to render the cursor for you in software)");
ImGui::Checkbox("io.MouseDrawCursor", &ImGui::GetIO().MouseDrawCursor);
ImGui::Text("Hover to see mouse cursors:");
for (int i = 0; i < ImGuiMouseCursor_Count_; i++)
{
char label[32];
sprintf(label, "Mouse cursor %d", i);
ImGui::Bullet(); ImGui::Selectable(label, false);
if (ImGui::IsItemHovered())
ImGui::SetMouseCursor(i);
}
}
}
if (ImGui::CollapsingHeader("App Examples"))

19
imgui.h
View File

@ -43,6 +43,7 @@ typedef int ImGuiCol; // enum ImGuiCol_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_
typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiMouseCursor; // enum ImGuiMouseCursor_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCond; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
@ -372,6 +373,8 @@ namespace ImGui
IMGUI_API bool IsPosHoveringAnyWindow(const ImVec2& pos); // is given position hovering any active imgui window
IMGUI_API ImVec2 GetMousePos(); // shortcut to ImGui::GetIO().MousePos provided by user, to be consistent with other calls
IMGUI_API ImVec2 GetMouseDragDelta(int button = 0, float lock_threshold = -1.0f); // dragging amount, also see: GetItemActiveDragDelta(). if lock_threshold < -1.0f uses io.MouseDraggingThreshold.
IMGUI_API ImGuiMouseCursor GetMouseCursor(); // get desired cursor type, reset in ImGui::NewFrame(), this updated during the frame. valid before Render(). If you use software rendering by setting io.MouseDrawCursor ImGui will render those for you.
IMGUI_API void SetMouseCursor(ImGuiMouseCursor type); // set desired cursor type
IMGUI_API float GetTime();
IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColName(ImGuiCol idx);
@ -533,6 +536,19 @@ enum ImGuiColorEditMode_
ImGuiColorEditMode_HEX = 2
};
// Enumeration for io.MouseCursor
enum ImGuiMouseCursor_
{
ImGuiMouseCursor_Arrow = 0,
ImGuiMouseCursor_TextInput,
ImGuiMouseCursor_Move, // Unused by ImGui
ImGuiMouseCursor_ResizeNS, // Unused by ImGui
ImGuiMouseCursor_ResizeEW, // Unused by ImGui
ImGuiMouseCursor_ResizeNESW, // Unused by ImGui
ImGuiMouseCursor_ResizeNWSE,
ImGuiMouseCursor_Count_
};
// Condition flags for ImGui::SetWindow***(), SetNextWindow***(), SetNextTreeNode***() functions
// All those functions treat 0 as a shortcut to ImGuiSetCond_Always
enum ImGuiSetCond_
@ -936,7 +952,6 @@ struct ImFontAtlas
unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4
int TexWidth;
int TexHeight;
ImVec2 TexExtraDataPos; // Position of our rectangle where we draw non-font graphics
ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel (part of the TexExtraData block)
ImVector<ImFont*> Fonts;
@ -945,7 +960,7 @@ struct ImFontAtlas
ImVector<ImFontAtlasData*> InputData; // Internal data
IMGUI_API bool Build(); // Build pixels data. This is automatically for you by the GetTexData*** functions.
IMGUI_API void ClearInputData(); // Clear the input TTF data.
IMGUI_API void RenderCustomTexData();
IMGUI_API void RenderCustomTexData(int pass, void* rects);
};
// TTF font loading and rendering