diff --git a/docs/FONTS.md b/docs/FONTS.md index 54b7c295..62815b82 100644 --- a/docs/FONTS.md +++ b/docs/FONTS.md @@ -153,7 +153,8 @@ Some solutions: 1. Reduce glyphs ranges by calculating them from source localization data. You can use the `ImFontGlyphRangesBuilder` for this purpose, this will be the biggest win! -2. You may reduce oversampling, e.g. `font_config.OversampleH = font_config.OversampleV = 1`, this will largely reduce your texture size. +2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size. + Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. 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. 5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample). diff --git a/docs/README.md b/docs/README.md index 7c8ea360..c3d195ca 100644 --- a/docs/README.md +++ b/docs/README.md @@ -194,15 +194,16 @@ See [Sponsors](https://github.com/ocornut/imgui/wiki/Sponsors) page. Sponsors -------- -Ongoing Dear ImGui development is financially supported by users and private sponsors, recently: +Ongoing Dear ImGui development is currently financially supported by users and private sponsors: *Platinum-chocolate sponsors* - [Blizzard](https://careers.blizzard.com/en-us/openings/engineering/all/all/all/1), [Google](https://github.com/google/filament), [Nvidia](https://developer.nvidia.com/nvidia-omniverse), [Ubisoft](https://montreal.ubisoft.com/en/ubisoft-sponsors-user-interface-library-for-c-dear-imgui/) *Double-chocolate and Salty caramel sponsors* -- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Arkane Studios](https://www.arkane-studios.com), [Dotemu](http://www.dotemu.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Hexagon](https://hexagonxalt.com/the-technology/xalt-visualization), [Kylotonn](https://www.kylotonn.com), [Media Molecule](http://www.mediamolecule.com), [Mesh Consultants](https://www.meshconsultants.ca), [Mobigame](http://www.mobigame.net), [Nadeo](https://www.nadeo.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com), [Remedy Entertainment](https://www.remedygames.com/), [Unit 2 Games](https://unit2games.com/) +- [Activision](https://careers.activision.com/c/programmingsoftware-engineering-jobs), [Aras Pranckevičius](https://aras-p.info), [Arkane Studios](https://www.arkane-studios.com), [Framefield](http://framefield.com), [Grinding Gear Games](https://www.grindinggear.com), [Kylotonn](https://www.kylotonn.com), [Next Level Games](https://www.nextlevelgames.com), [RAD Game Tools](http://www.radgametools.com/), [Supercell](http://www.supercell.com) -From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors). +Please see [detailed list of Dear ImGui supporters](https://github.com/ocornut/imgui/wiki/Sponsors) for past sponsors. +From November 2014 to December 2019, ongoing development has also been financially supported by its users on Patreon and through individual donations. **THANK YOU to all past and present supporters for helping to keep this project alive and thriving!** diff --git a/imgui.h b/imgui.h index 61937da6..a241cfb6 100644 --- a/imgui.h +++ b/imgui.h @@ -2480,8 +2480,8 @@ struct ImFontConfig bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). int FontNo; // 0 // Index of font within TTF/OTF file float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. We don't use sub-pixel positions on the Y axis. + int OversampleH; // 3 // Rasterize at higher quality for sub-pixel positioning. Note the difference between 2 and 3 is minimal so you can reduce this to 2 to save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + int OversampleV; // 1 // Rasterize at higher quality for sub-pixel positioning. This is not really useful as we don't use sub-pixel positions on the Y axis. bool PixelSnapH; // false // Align every glyph to pixel boundary. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now. ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. diff --git a/imgui_internal.h b/imgui_internal.h index 38e3588d..ebfcfc2b 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -2318,6 +2318,7 @@ namespace ImGui // Tables: Candidates for public API IMGUI_API void TableOpenContextMenu(int column_n = -1); + IMGUI_API void TableSetColumnEnabled(int column_n, bool enabled); IMGUI_API void TableSetColumnWidth(int column_n, float width); IMGUI_API void TableSetColumnSortDirection(int column_n, ImGuiSortDirection sort_direction, bool append_to_sort_specs); IMGUI_API int TableGetHoveredColumn(); // May use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsHovered) instead. Return hovered column. return -1 when table is not hovered. return columns_count if the unused space at the right of visible columns is hovered. diff --git a/imgui_tables.cpp b/imgui_tables.cpp index ac38185f..9681e726 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -1460,6 +1460,21 @@ const char* ImGui::TableGetColumnName(const ImGuiTable* table, int column_n) return &table->ColumnsNames.Buf[column->NameOffset]; } +// For the getter you can use (TableGetColumnFlags() & ImGuiTableColumnFlags_IsEnabled) +void ImGui::TableSetColumnEnabled(int column_n, bool enabled) +{ + ImGuiContext& g = *GImGui; + ImGuiTable* table = g.CurrentTable; + IM_ASSERT(table != NULL); + if (!table) + return; + if (column_n < 0) + column_n = table->CurrentColumn; + IM_ASSERT(column_n >= 0 && column_n < table->ColumnsCount); + ImGuiTableColumn* column = &table->Columns[column_n]; + column->IsEnabledNextFrame = enabled; +} + // We allow querying for an extra column in order to poll the IsHovered state of the right-most section ImGuiTableColumnFlags ImGui::TableGetColumnFlags(int column_n) {