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Examples: Extracted gamepad code into ImGui_ImplGlfw_UpdateGamepads(). Renamed matching Win32 function for consistency.
Added more link to nothing's oversample document. Spacing bits.
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@ -265,31 +265,13 @@ static void ImGui_ImplGlfw_UpdateMouseCursor()
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}
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}
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void ImGui_ImplGlfw_NewFrame()
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static void ImGui_ImplGlfw_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(g_Window, &w, &h);
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glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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// Setup time step
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double current_time = glfwGetTime();
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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g_Time = current_time;
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ImGui_ImplGlfw_UpdateMousePosAndButtons();
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ImGui_ImplGlfw_UpdateMouseCursor();
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// Gamepad navigation mapping
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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if (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad)
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{
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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// Update gamepad inputs
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#define MAP_BUTTON(NAV_NO, BUTTON_NO) { if (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS) io.NavInputs[NAV_NO] = 1.0f; }
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#define MAP_ANALOG(NAV_NO, AXIS_NO, V0, V1) { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); if (v > 1.0f) v = 1.0f; if (io.NavInputs[NAV_NO] < v) io.NavInputs[NAV_NO] = v; }
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@ -318,5 +300,29 @@ void ImGui_ImplGlfw_NewFrame()
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io.BackendFlags |= ImGuiBackendFlags_HasGamepad;
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else
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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}
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}
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void ImGui_ImplGlfw_NewFrame()
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{
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ImGuiIO& io = ImGui::GetIO();
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IM_ASSERT(io.Fonts->IsBuilt() && "Font atlas not built! It is generally built by the renderer back-end. Missing call to renderer _NewFrame() function? e.g. ImGui_ImplOpenGL3_NewFrame().");
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// Setup display size (every frame to accommodate for window resizing)
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int w, h;
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int display_w, display_h;
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glfwGetWindowSize(g_Window, &w, &h);
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glfwGetFramebufferSize(g_Window, &display_w, &display_h);
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io.DisplaySize = ImVec2((float)w, (float)h);
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io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
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// Setup time step
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double current_time = glfwGetTime();
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io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f/60.0f);
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g_Time = current_time;
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ImGui_ImplGlfw_UpdateMousePosAndButtons();
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ImGui_ImplGlfw_UpdateMouseCursor();
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// Gamepad navigation mapping
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ImGui_ImplGlfw_UpdateGamepads();
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}
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@ -150,7 +150,7 @@ static void ImGui_ImplWin32_UpdateMousePos()
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#endif
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// Gamepad navigation mapping
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void ImGui_ImplWin32_UpdateGameControllers()
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static void ImGui_ImplWin32_UpdateGamepads()
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{
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ImGuiIO& io = ImGui::GetIO();
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memset(io.NavInputs, 0, sizeof(io.NavInputs));
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@ -231,7 +231,7 @@ void ImGui_ImplWin32_NewFrame()
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}
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// Update game controllers (if available)
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ImGui_ImplWin32_UpdateGameControllers();
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ImGui_ImplWin32_UpdateGamepads();
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}
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// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions.
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@ -1361,7 +1361,7 @@ ImFontConfig::ImFontConfig()
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FontDataOwnedByAtlas = true;
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FontNo = 0;
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SizePixels = 0.0f;
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OversampleH = 3;
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OversampleH = 3; // FIXME: 2 may be a better default?
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OversampleV = 1;
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PixelSnapH = false;
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GlyphExtraSpacing = ImVec2(0.0f, 0.0f);
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@ -25,7 +25,7 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
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- Building Custom Glyph Ranges
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- Embedding Fonts in Source Code
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- Credits/Licences for fonts included in this folder
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- Links, Other fonts
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- Fonts Links
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---------------------------------------
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@ -106,11 +106,14 @@ Load .TTF/.OTF file with:
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For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
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ImFontConfig config;
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config.OversampleH = 3;
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config.OversampleH = 2;
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config.OversampleV = 1;
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config.GlyphExtraSpacing.x = 1.0f;
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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Read about oversampling here:
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https://github.com/nothings/stb/blob/master/tests/oversample
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If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
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The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
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