diff --git a/imgui.cpp b/imgui.cpp index 8cb59e05..a1115188 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -104,8 +104,8 @@ e.g. "##Foobar" display an empty label and uses "##Foobar" as ID - if you want to use a different font than the default - - create bitmap font data using BMFont. allocate ImGui::GetIO().Font and use ->LoadFromFile()/LoadFromMemory(), set ImGui::GetIO().FontHeight - - load your texture yourself. texture *MUST* have white pixel at UV coordinate Imgui::GetIO().FontTexUvForWhite. This is used to draw all solid shapes. + - create bitmap font data using BMFont. allocate ImGui::GetIO().Font and use ->LoadFromFile()/LoadFromMemory(). + - load your texture yourself. texture *MUST* have white pixel at UV coordinate ImGui::GetIO().FontTexUvForWhite. This is used to draw all solid shapes. - tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code. - tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function. @@ -604,6 +604,8 @@ struct ImGuiState bool Initialized; ImGuiIO IO; ImGuiStyle Style; + float FontSize; // == IO.Font->GetFontSize(). Vertical distance between two lines of text, aka == CalcTextSize(" ").y + float Time; int FrameCount; int FrameCountRendered; @@ -709,7 +711,7 @@ public: ImGuiAabb Aabb() const { return ImGuiAabb(Pos, Pos+Size); } ImFont Font() const { return GImGui.IO.Font; } - float FontSize() const { return GImGui.IO.FontHeight * FontScale; } + float FontSize() const { return GImGui.FontSize * FontScale; } ImVec2 CursorPos() const { return DC.CursorPos; } float TitleBarHeight() const { return (Flags & ImGuiWindowFlags_NoTitleBar) ? 0 : FontSize() + GImGui.Style.FramePadding.y * 2.0f; } ImGuiAabb TitleBarAabb() const { return ImGuiAabb(Pos, Pos + ImVec2(SizeFull.x, TitleBarHeight())); } @@ -1197,14 +1199,15 @@ void NewFrame() ImGui::GetDefaultFontData(&fnt_data, &fnt_size, NULL, NULL); g.IO.Font = new ImBitmapFont(); g.IO.Font->LoadFromMemory(fnt_data, fnt_size); - g.IO.FontHeight = g.IO.Font->GetFontSize(); } g.Initialized = true; } + IM_ASSERT(g.IO.Font && g.IO.Font->IsLoaded()); // Font not loaded g.Time += g.IO.DeltaTime; g.FrameCount += 1; g.Tooltip[0] = '\0'; + g.FontSize = g.IO.Font->GetFontSize(); // Update inputs state if (g.IO.MousePos.x < 0 && g.IO.MousePos.y < 0) diff --git a/imgui.h b/imgui.h index 7ffc7dab..f75a68e7 100644 --- a/imgui.h +++ b/imgui.h @@ -391,7 +391,6 @@ struct ImGuiIO float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. int KeyMap[ImGuiKey_COUNT]; // // Map of indices into the KeysDown[512] entries array ImFont Font; // // Gets passed to text functions. Typedef ImFont to the type you want (ImBitmapFont* or your own font). - float FontHeight; // // Default font height, must be the vertical distance between two lines of text, aka == CalcTextSize(" ").y ImVec2 FontTexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture. bool FontAllowScaling; // = false // Set to allow scaling text with CTRL+Wheel. float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry @@ -642,6 +641,7 @@ struct ImBitmapFont void BuildLookupTable(); const FntGlyph * FindGlyph(unsigned short c) const; float GetFontSize() const { return (float)Info->FontSize; } + bool IsLoaded() const { return Info != NULL && Common != NULL && Glyphs != NULL; } ImVec2 CalcTextSize(float size, float max_width, const char* text_begin, const char* text_end, const char** remaining = NULL) const; void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices) const;