mirror of
https://github.com/Drezil/imgui.git
synced 2025-07-04 12:08:47 +02:00
Merge branch 'master' into docking
# Conflicts: # docs/CHANGELOG.txt # examples/imgui_impl_dx10.cpp # examples/imgui_impl_dx10.h # examples/imgui_impl_dx11.cpp # examples/imgui_impl_dx11.h # examples/imgui_impl_dx12.cpp # examples/imgui_impl_dx12.h # examples/imgui_impl_dx9.cpp # examples/imgui_impl_dx9.h # examples/imgui_impl_metal.h # examples/imgui_impl_metal.mm # examples/imgui_impl_opengl3.cpp # examples/imgui_impl_opengl3.h # examples/imgui_impl_vulkan.cpp # imgui.cpp # imgui.h # imgui_internal.h
This commit is contained in:
@ -30,6 +30,7 @@ HOW TO UPDATE?
|
||||
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
<<<<<<< HEAD
|
||||
DOCKING BRANCH (In Progress)
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
@ -100,6 +101,9 @@ Other changes:
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
VERSION 1.74 WIP (In Progress)
|
||||
=======
|
||||
VERSION 1.74 (Released 2019-11-25)
|
||||
>>>>>>> master
|
||||
-----------------------------------------------------------------------
|
||||
|
||||
Breaking Changes:
|
||||
@ -119,6 +123,10 @@ Breaking Changes:
|
||||
Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
|
||||
Fixed the code and altered default io.KeyRepeatRate,Delay from 0.250,0.050 to 0.300,0.050 to compensate.
|
||||
If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
|
||||
- Misc: Renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS. (#1038)
|
||||
- Misc: Renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS.
|
||||
- Fonts: ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to
|
||||
conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
|
||||
- Backends: DX12: Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function.
|
||||
The value is unused in master branch but will be used by the multi-viewport feature. (#2851) [@obfuscate]
|
||||
|
||||
@ -148,12 +156,15 @@ Other Changes:
|
||||
- Misc: Windows: Do not use _wfopen() if IMGUI_DISABLE_WIN32_FUNCTIONS is defined. (#2815)
|
||||
- Misc: Windows: Disabled win32 function by default when building with UWP. (#2892, #2895)
|
||||
- Misc: Using static_assert() when using C++11, instead of our own construct (avoid zealous Clang warnings).
|
||||
- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
|
||||
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
|
||||
- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
|
||||
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
|
||||
- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
|
||||
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
|
||||
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
|
||||
- Metrics: Expose basic details of each window key/value state storage.
|
||||
- Examples: DX12: Using IDXGIDebug1::ReportLiveObjects() when DX12_ENABLE_DEBUG_LAYER is enabled.
|
||||
- Examples: Emscripten: Removed NO_FILESYSTEM from Makefile, seems to fail on some setup. (#2734) [@Funto]
|
||||
- Examples: Emscripten: Removed BINARYEN_TRAP_MODE=clamp from Makefile which was removed in Emscripten 1.39.0
|
||||
but required prior to 1.39.0, making life easier for absolutely no-one. (#2877, #2878) [@podsvirov]
|
||||
- Backends: OpenGL3: Fix building with pre-3.2 GL loaders which do not expose glDrawElementsBaseVertex(),
|
||||
@ -376,11 +387,11 @@ Other Changes:
|
||||
collapsing/docking button to the other side of the title bar.
|
||||
- Style: Made window close button cross slightly smaller.
|
||||
- Log/Capture: Fixed BeginTabItem() label not being included in a text log/capture.
|
||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bits indices.
|
||||
- ImDrawList: Added ImDrawCmd::VtxOffset value to support large meshes (64k+ vertices) using 16-bit indices.
|
||||
The renderer back-end needs to set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset' to enable
|
||||
this, and honor the ImDrawCmd::VtxOffset field. Otherwise the value will always be zero.
|
||||
This has the advantage of preserving smaller index buffers and allowing to execute on hardware that do not
|
||||
support 32-bits indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||
support 32-bit indices. Most examples back-ends have been modified to support the VtxOffset field.
|
||||
- ImDrawList: Added ImDrawCmd::IdxOffset value, equivalent to summing element count for each draw command.
|
||||
This is provided for convenience and consistency with VtxOffset.
|
||||
- ImDrawCallback: Allow to override the signature of ImDrawCallback by #define-ing it. This is meant to
|
||||
@ -394,7 +405,7 @@ Other Changes:
|
||||
dealing with Win32, and to facilitate integration in custom engines. (#2546) [@andrewwillmott]
|
||||
- Backends: OSX: imgui_impl_osx: Added mouse cursor support. (#2585, #1873) [@actboy168]
|
||||
- Examples/Backends: DirectX9/10/11/12, Metal, Vulkan, OpenGL3 (Desktop GL only): Added support for large meshes
|
||||
(64k+ vertices) with 16-bits indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
||||
(64k+ vertices) with 16-bit indices, enable 'ImGuiBackendFlags_RendererHasVtxOffset' in those back-ends.
|
||||
- Examples/Backends: Don't filter characters under 0x10000 before calling io.AddInputCharacter(),
|
||||
the filtering is done in io.AddInputCharacter() itself. This is in prevision for fuller Unicode
|
||||
support. (#2538, #2541)
|
||||
@ -1802,7 +1813,7 @@ Changes:
|
||||
- Fixed border rendering in various situations when using non-pixel aligned glyphs.
|
||||
- Fixed border rendering of windows to always contain the border within the window.
|
||||
- Fixed Shutdown() leaking font atlas data if NewFrame() was never called. (#396, #303)
|
||||
- Fixed int>void\* warnings for 64-bits architectures with fancy warnings enabled.
|
||||
- Fixed int>void\* warnings for 64-bit architectures with fancy warnings enabled.
|
||||
- Renamed the dubious Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
|
||||
- InputText(): Fixed and better handling of using keyboard while mouse button if being held and dragging. (#429)
|
||||
- InputText(): Replace OS IME (Input Method Editor) cursor on top-left when we are not text editing.
|
||||
|
@ -436,7 +436,7 @@ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear img
|
||||
|
||||
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
|
||||
|
||||
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about font loading.)
|
||||
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.)
|
||||
|
||||
New programmers: remember that in C/C++ and most programming languages if you want to use a
|
||||
backslash \ within a string literal, you need to write it double backslash "\\":
|
||||
@ -453,15 +453,15 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
|
||||
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
|
||||
main font. Then you can refer to icons within your strings.
|
||||
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
|
||||
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about icons font loading.)
|
||||
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.)
|
||||
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
|
||||
and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API.
|
||||
and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API.
|
||||
|
||||
---
|
||||
|
||||
### Q: How can I load multiple fonts?
|
||||
Use the font atlas to pack them into a single texture:
|
||||
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file and the code in ImFontAtlas for more details.)
|
||||
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.)
|
||||
|
||||
```cpp
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
|
376
docs/FONTS.txt
Normal file
376
docs/FONTS.txt
Normal file
@ -0,0 +1,376 @@
|
||||
dear imgui
|
||||
FONTS DOCUMENTATION
|
||||
|
||||
Also read https://www.dearimgui.org/faq for more fonts related infos.
|
||||
|
||||
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
|
||||
a 13 pixels high, pixel-perfect font used by default.
|
||||
We embed it font in source code so you can use Dear ImGui without any file system access.
|
||||
|
||||
You may also load external .TTF/.OTF files.
|
||||
The files in this folder are suggested fonts, provided as a convenience.
|
||||
|
||||
Please read the FAQ: https://www.dearimgui.org/faq
|
||||
Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
INDEX:
|
||||
---------------------------------------
|
||||
|
||||
- Readme First / FAQ
|
||||
- Fonts Loading Instructions
|
||||
- Using Icons
|
||||
- Using FreeType rasterizer
|
||||
- Building Custom Glyph Ranges
|
||||
- Using custom colorful icons
|
||||
- Embedding Fonts in Source Code
|
||||
- Credits/Licences for fonts included in repository
|
||||
- Fonts Links
|
||||
|
||||
|
||||
---------------------------------------
|
||||
README FIRST / FAQ
|
||||
---------------------------------------
|
||||
|
||||
- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
|
||||
and understand what's going on if you have an issue.
|
||||
- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
||||
- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
|
||||
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
|
||||
u8"hello"
|
||||
u8"こんにちは" // this will be encoded as UTF-8
|
||||
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
|
||||
Read FAQ for details.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
FONTS LOADING INSTRUCTIONS
|
||||
---------------------------------------
|
||||
|
||||
Load default font:
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
|
||||
Load .TTF/.OTF file with:
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
|
||||
Load multiple fonts:
|
||||
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
|
||||
|
||||
// Select font at runtime
|
||||
ImGui::Text("Hello"); // use the default font (which is the first loaded font)
|
||||
ImGui::PushFont(font2);
|
||||
ImGui::Text("Hello with another font");
|
||||
ImGui::PopFont();
|
||||
|
||||
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
|
||||
|
||||
ImFontConfig config;
|
||||
config.OversampleH = 2;
|
||||
config.OversampleV = 1;
|
||||
config.GlyphExtraSpacing.x = 1.0f;
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
||||
|
||||
Combine two fonts into one:
|
||||
|
||||
// Load a first font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
|
||||
// Add character ranges and merge into the previous font
|
||||
// The ranges array is not copied by the AddFont* functions and is used lazily
|
||||
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
|
||||
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese());
|
||||
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
|
||||
io.Fonts->Build();
|
||||
|
||||
Font atlas is too large?
|
||||
|
||||
- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
|
||||
- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
|
||||
- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended
|
||||
unless you set OversampleH/OversampleV to 1 and use a small font size.
|
||||
- Mind the fact that some graphics drivers have texture size limitation.
|
||||
- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.
|
||||
|
||||
Some solutions:
|
||||
|
||||
- 1) Reduce glyphs ranges by calculating them from source localization data.
|
||||
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
|
||||
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
|
||||
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
|
||||
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
|
||||
- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample
|
||||
|
||||
|
||||
Add a fourth parameter to bake specific font ranges only:
|
||||
|
||||
// Basic Latin, Extended Latin
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
|
||||
|
||||
// Default + Selection of 2500 Ideographs used by Simplified Chinese
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
|
||||
|
||||
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
|
||||
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
|
||||
|
||||
See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
|
||||
Offset font vertically by altering the io.Font->DisplayOffset value:
|
||||
|
||||
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
||||
font->DisplayOffset.y = 1; // Render 1 pixel down
|
||||
|
||||
|
||||
---------------------------------------
|
||||
USING ICONS
|
||||
---------------------------------------
|
||||
|
||||
Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
|
||||
is an easy and practical way to use icons in your Dear ImGui application.
|
||||
A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without
|
||||
having to change fonts back and forth.
|
||||
|
||||
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
|
||||
|
||||
https://github.com/juliettef/IconFontCppHeaders
|
||||
|
||||
Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:
|
||||
|
||||
#define ICON_FA_MUSIC "\xef\x80\x81"
|
||||
#define ICON_FA_SEARCH "\xef\x80\x82"
|
||||
|
||||
Example Setup:
|
||||
|
||||
// Merge icons into default tool font
|
||||
#include "IconsFontAwesome.h"
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.Fonts->AddFontDefault();
|
||||
|
||||
ImFontConfig config;
|
||||
config.MergeMode = true;
|
||||
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
|
||||
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
|
||||
|
||||
Example Usage:
|
||||
|
||||
// Usage, e.g.
|
||||
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
|
||||
ImGui::Button(ICON_FA_SEARCH " Search");
|
||||
|
||||
Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
|
||||
ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
|
||||
|
||||
See Links below for other icons fonts and related tools.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
FREETYPE RASTERIZER, SMALL FONT SIZES
|
||||
---------------------------------------
|
||||
|
||||
Dear ImGui uses imstb_truetype.h to rasterize fonts (with optional oversampling).
|
||||
This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
|
||||
little blurry or hard to read.
|
||||
|
||||
There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
|
||||
|
||||
FreeType supports auto-hinting which tends to improve the readability of small fonts.
|
||||
Note that this code currently creates textures that are unoptimally too large (could be fixed with some work).
|
||||
Also note that correct sRGB space blending will have an important effect on your font rendering quality.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
BUILDING CUSTOM GLYPH RANGES
|
||||
---------------------------------------
|
||||
|
||||
You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input.
|
||||
For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
|
||||
|
||||
ImVector<ImWchar> ranges;
|
||||
ImFontGlyphRangesBuilder builder;
|
||||
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
|
||||
builder.AddChar(0x7262); // Add a specific character
|
||||
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
||||
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
||||
|
||||
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
|
||||
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
|
||||
|
||||
|
||||
---------------------------------------
|
||||
USING CUSTOM COLORFUL ICONS
|
||||
---------------------------------------
|
||||
|
||||
(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)
|
||||
|
||||
You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles
|
||||
that will be packed into the font atlas texture. Register them before building the atlas, then call Build().
|
||||
You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the
|
||||
texture, and blit/copy any graphics data of your choice into those rectangles.
|
||||
|
||||
Pseudo-code:
|
||||
|
||||
// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
|
||||
ImFont* font = io.Fonts->AddFontDefault();
|
||||
int rect_ids[2];
|
||||
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
|
||||
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
|
||||
|
||||
// Build atlas
|
||||
io.Fonts->Build();
|
||||
|
||||
// Retrieve texture in RGBA format
|
||||
unsigned char* tex_pixels = NULL;
|
||||
int tex_width, tex_height;
|
||||
io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
{
|
||||
int rect_id = rects_ids[rect_n];
|
||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
{
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
{
|
||||
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
|
||||
for (int x = rect->Width; x > 0; x--)
|
||||
*p++ = IM_COL32(255, 0, 0, 255);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
---------------------------------------
|
||||
EMBEDDING FONTS IN SOURCE CODE
|
||||
---------------------------------------
|
||||
|
||||
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
|
||||
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
|
||||
You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
|
||||
The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the
|
||||
actual binary will be about 20% bigger.
|
||||
|
||||
Then load the font with:
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
or:
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
|
||||
|
||||
---------------------------------------
|
||||
CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
|
||||
---------------------------------------
|
||||
|
||||
Some fonts are available in the misc/fonts/ folder:
|
||||
|
||||
Roboto-Medium.ttf
|
||||
|
||||
Apache License 2.0
|
||||
by Christian Robertson
|
||||
https://fonts.google.com/specimen/Roboto
|
||||
|
||||
Cousine-Regular.ttf
|
||||
|
||||
by Steve Matteson
|
||||
Digitized data copyright (c) 2010 Google Corporation.
|
||||
Licensed under the SIL Open Font License, Version 1.1
|
||||
https://fonts.google.com/specimen/Cousine
|
||||
|
||||
DroidSans.ttf
|
||||
|
||||
Copyright (c) Steve Matteson
|
||||
Apache License, version 2.0
|
||||
https://www.fontsquirrel.com/fonts/droid-sans
|
||||
|
||||
ProggyClean.ttf
|
||||
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
|
||||
ProggyTiny.ttf
|
||||
Copyright (c) 2004, 2005 Tristan Grimmer
|
||||
MIT License
|
||||
recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
|
||||
http://www.proggyfonts.net/
|
||||
|
||||
Karla-Regular.ttf
|
||||
Copyright (c) 2012, Jonathan Pinhorn
|
||||
SIL OPEN FONT LICENSE Version 1.1
|
||||
|
||||
|
||||
---------------------------------------
|
||||
FONTS LINKS
|
||||
---------------------------------------
|
||||
|
||||
ICON FONTS
|
||||
|
||||
C/C++ header for icon fonts (#define with code points to use in source code string literals)
|
||||
https://github.com/juliettef/IconFontCppHeaders
|
||||
|
||||
FontAwesome
|
||||
https://fortawesome.github.io/Font-Awesome
|
||||
|
||||
OpenFontIcons
|
||||
https://github.com/traverseda/OpenFontIcons
|
||||
|
||||
Google Icon Fonts
|
||||
https://design.google.com/icons/
|
||||
|
||||
Kenney Icon Font (Game Controller Icons)
|
||||
https://github.com/nicodinh/kenney-icon-font
|
||||
|
||||
IcoMoon - Custom Icon font builder
|
||||
https://icomoon.io/app
|
||||
|
||||
REGULAR FONTS
|
||||
|
||||
Google Noto Fonts (worldwide languages)
|
||||
https://www.google.com/get/noto/
|
||||
|
||||
Open Sans Fonts
|
||||
https://fonts.google.com/specimen/Open+Sans
|
||||
|
||||
(Japanese) M+ fonts by Coji Morishita are free
|
||||
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
|
||||
|
||||
MONOSPACE FONTS (PIXEL PERFECT)
|
||||
|
||||
Proggy Fonts, by Tristan Grimmer
|
||||
http://www.proggyfonts.net or http://upperbounds.net
|
||||
|
||||
Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
|
||||
https://github.com/kmar/Sweet16Font
|
||||
Also include .inl file to use directly in dear imgui.
|
||||
|
||||
MONOSPACE FONTS (REGULAR)
|
||||
|
||||
Google Noto Mono Fonts
|
||||
https://www.google.com/get/noto/
|
||||
|
||||
Typefaces for source code beautification
|
||||
https://github.com/chrissimpkins/codeface
|
||||
|
||||
Programmation fonts
|
||||
http://s9w.github.io/font_compare/
|
||||
|
||||
Inconsolata
|
||||
http://www.levien.com/type/myfonts/inconsolata.html
|
||||
|
||||
Adobe Source Code Pro: Monospaced font family for user interface and coding environments
|
||||
https://github.com/adobe-fonts/source-code-pro
|
||||
|
||||
Monospace/Fixed Width Programmer's Fonts
|
||||
http://www.lowing.org/fonts/
|
||||
|
||||
|
||||
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
|
@ -186,10 +186,10 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
- tabs: make EndTabBar fail if users doesn't respect BeginTabBar return value, for consistency/future-proofing.
|
||||
- tabs: persistent order/focus in BeginTabBar() api (#261, #351)
|
||||
|
||||
- button: provide a button that looks framed. (?)
|
||||
- image/image button: misalignment on padded/bordered button?
|
||||
- image/image button: parameters are confusing, image() has tint_col,border_col whereas imagebutton() has bg_col/tint_col. Even thou they are different parameters ordering could be more consistent. can we fix that?
|
||||
- image button: not taking an explicit id can be problematic. (#2464, #1390)
|
||||
- button: provide a button that looks framed. (?)
|
||||
- slider/drag: ctrl+click when format doesn't include a % character.. disable? display underlying value in default format? (see TempInputTextScalar)
|
||||
- slider: allow using the [-]/[+] buttons used by InputFloat()/InputInt()
|
||||
- slider: initial absolute click is imprecise. change to relative movement slider (same as scrollbar). (#1946)
|
||||
@ -260,7 +260,7 @@ It's mostly a bunch of personal notes, probably incomplete. Feel free to query i
|
||||
|
||||
- settings: write more decent code to allow saving/loading new fields: columns, selected tree nodes?
|
||||
- settings: api for per-tool simple persistent data (bool,int,float,columns sizes,etc.) in .ini file (#437)
|
||||
- stb: add defines to disable stb implementations
|
||||
- settings/persistence: helpers to make TreeNodeBehavior persist (even during dev!) - may need to store some semantic and/or data type in ImGuiStoragePair
|
||||
|
||||
- style: better default styles. (#707)
|
||||
- style: add a highlighted text color (for headers, etc.)
|
||||
|
Reference in New Issue
Block a user