Merge pull request #113 from ocornut/2015-01-truetype

Merge - TTF font loading, mulitple fonts, Image support
This commit is contained in:
omar 2015-01-18 12:27:32 +00:00
commit b87f9a19c8
38 changed files with 4668 additions and 5600 deletions

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@ -99,9 +99,8 @@ Credits
Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). Developed by [Omar Cornut](http://www.miracleworld.net) and every direct or indirect contributors to the GitHub. The early version of this library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com).
Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license). Embeds [ProggyClean.ttf](http://upperbounds.net) font by Tristan Grimmer (MIT license).
Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license). Embeds [stb_textedit.h, stb_truetype.h, stb_rectpack.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Embeds [stb_textedit.h](https://github.com/nothings/stb/) by Sean Barrett (public domain).
Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub. Inspiration, feedback, and testing for early versions: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. And everybody posting feedback, questions and patches on the GitHub.

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@ -68,8 +68,6 @@
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
<ClInclude Include="..\shared\stb_image.h" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\imgui.cpp" /> <ClCompile Include="..\..\imgui.cpp" />

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@ -15,12 +15,6 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\stb_textedit.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\shared\stb_image.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="..\..\imgui.cpp"> <ClCompile Include="..\..\imgui.cpp">

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@ -1,9 +1,6 @@
// ImGui - standalone example application for DirectX 11 // ImGui - standalone example application for DirectX 11
#include <windows.h> #include <windows.h>
#define STB_IMAGE_STATIC
#define STB_IMAGE_IMPLEMENTATION
#include "../shared/stb_image.h" // for .png loading
#include "../../imgui.h" #include "../../imgui.h"
// DirectX 11 // DirectX 11
@ -29,7 +26,6 @@ static ID3D11Buffer* g_pVertexConstantBuffer = NULL;
static ID3D10Blob * g_pPixelShaderBlob = NULL; static ID3D10Blob * g_pPixelShaderBlob = NULL;
static ID3D11PixelShader* g_pPixelShader = NULL; static ID3D11PixelShader* g_pPixelShader = NULL;
static ID3D11ShaderResourceView*g_pFontTextureView = NULL;
static ID3D11SamplerState* g_pFontSampler = NULL; static ID3D11SamplerState* g_pFontSampler = NULL;
static ID3D11BlendState* g_blendState = NULL; static ID3D11BlendState* g_blendState = NULL;
@ -48,7 +44,6 @@ struct VERTEX_CONSTANT_BUFFER
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{ {
size_t total_vtx_count = 0; size_t total_vtx_count = 0;
@ -125,7 +120,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); g_pd3dDeviceImmediateContext->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0); g_pd3dDeviceImmediateContext->PSSetShader(g_pPixelShader, NULL, 0);
g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, &g_pFontTextureView);
g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler); g_pd3dDeviceImmediateContext->PSSetSamplers(0, 1, &g_pFontSampler);
// Setup render state // Setup render state
@ -142,6 +136,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
{ {
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; const D3D11_RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDeviceImmediateContext->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->texture_id);
g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r); g_pd3dDeviceImmediateContext->RSSetScissorRects(1, &r);
g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset); g_pd3dDeviceImmediateContext->Draw(pcmd->vtx_count, vtx_offset);
vtx_offset += pcmd->vtx_count; vtx_offset += pcmd->vtx_count;
@ -290,8 +285,8 @@ HRESULT InitDeviceD3D(HWND hWnd)
\ \
float4 main(PS_INPUT input) : SV_Target\ float4 main(PS_INPUT input) : SV_Target\
{\ {\
float4 out_col = texture0.Sample(sampler0, input.uv);\ float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \
return input.col * out_col;\ return out_col; \
}"; }";
D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL); D3DCompile(pixelShader, strlen(pixelShader), NULL, NULL, NULL, "main", "ps_5_0", 0, 0, &g_pPixelShaderBlob, NULL);
@ -326,7 +321,8 @@ void CleanupDevice()
// InitImGui // InitImGui
if (g_pFontSampler) g_pFontSampler->Release(); if (g_pFontSampler) g_pFontSampler->Release();
if (g_pFontTextureView) g_pFontTextureView->Release(); if (ID3D11ShaderResourceView* font_texture_view = (ID3D11ShaderResourceView*)ImGui::GetIO().Fonts->TexID)
font_texture_view->Release();
if (g_pVB) g_pVB->Release(); if (g_pVB) g_pVB->Release();
// InitDeviceD3D // InitDeviceD3D
@ -381,6 +377,56 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
return DefWindowProc(hWnd, msg, wParam, lParam); return DefWindowProc(hWnd, msg, wParam, lParam);
} }
void LoadFontsTexture()
{
// Load one or more font
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
// Build
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Create texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = pixels;
subResource.SysMemPitch = desc.Width * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
ID3D11ShaderResourceView* font_texture_view = NULL;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &font_texture_view);
pTexture->Release();
// Store our identifier
io.Fonts->TexID = (void *)font_texture_view;
}
void InitImGui() void InitImGui()
{ {
RECT rect; RECT rect;
@ -391,7 +437,6 @@ void InitImGui()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable) io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
@ -427,51 +472,14 @@ void InitImGui()
} }
} }
// Load font texture // Load fonts
// Default font (embedded in code) LoadFontsTexture();
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
IM_ASSERT(tex_data != NULL);
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = tex_x;
desc.Height = tex_y;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
ID3D11Texture2D *pTexture = NULL;
D3D11_SUBRESOURCE_DATA subResource;
subResource.pSysMem = tex_data;
subResource.SysMemPitch = tex_x * 4;
subResource.SysMemSlicePitch = 0;
g_pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture);
// Create texture view
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = desc.MipLevels;
srvDesc.Texture2D.MostDetailedMip = 0;
g_pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &g_pFontTextureView);
pTexture->Release();
}
// Create texture sampler // Create texture sampler
{ {
D3D11_SAMPLER_DESC desc; D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc)); ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;

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@ -76,7 +76,6 @@
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

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@ -24,8 +24,5 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\stb_textedit.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -14,7 +14,6 @@ static HWND hWnd;
static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice static LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device static LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices static LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
static LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
struct CUSTOMVERTEX struct CUSTOMVERTEX
{ {
D3DXVECTOR3 pos; D3DXVECTOR3 pos;
@ -26,7 +25,6 @@ struct CUSTOMVERTEX
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{ {
size_t total_vtx_count = 0; size_t total_vtx_count = 0;
@ -70,15 +68,13 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA ); g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA ); g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true ); g_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, true );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
// Setup texture g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
g_pd3dDevice->SetTexture( 0, g_pTexture );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
// Setup orthographic projection matrix // Setup orthographic projection matrix
D3DXMATRIXA16 mat; D3DXMATRIXA16 mat;
@ -98,6 +94,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
{ {
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w }; const RECT r = { (LONG)pcmd->clip_rect.x, (LONG)pcmd->clip_rect.y, (LONG)pcmd->clip_rect.z, (LONG)pcmd->clip_rect.w };
g_pd3dDevice->SetTexture( 0, (LPDIRECT3DTEXTURE9)pcmd->texture_id );
g_pd3dDevice->SetScissorRect(&r); g_pd3dDevice->SetScissorRect(&r);
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, vtx_offset, pcmd->vtx_count/3);
vtx_offset += pcmd->vtx_count; vtx_offset += pcmd->vtx_count;
@ -132,7 +129,8 @@ void CleanupDevice()
if (g_pVB) g_pVB->Release(); if (g_pVB) g_pVB->Release();
// InitDeviceD3D // InitDeviceD3D
if (g_pTexture) g_pTexture->Release(); if (LPDIRECT3DTEXTURE9 tex = (LPDIRECT3DTEXTURE9)ImGui::GetIO().Fonts->TexID)
tex->Release();
if (g_pd3dDevice) g_pd3dDevice->Release(); if (g_pd3dDevice) g_pd3dDevice->Release();
if (g_pD3D) g_pD3D->Release(); if (g_pD3D) g_pD3D->Release();
} }
@ -175,6 +173,44 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
return DefWindowProc(hWnd, msg, wParam, lParam); return DefWindowProc(hWnd, msg, wParam, lParam);
} }
void LoadFontsTexture()
{
// Load one or more font
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
// Build
unsigned char* pixels;
int width, height, bytes_per_pixel;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height, &bytes_per_pixel);
// Create texture
LPDIRECT3DTEXTURE9 pTexture = NULL;
if (D3DXCreateTexture(g_pd3dDevice, width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8, D3DPOOL_DEFAULT, &pTexture) < 0)
{
IM_ASSERT(0);
return;
}
// Copy pixels
D3DLOCKED_RECT tex_locked_rect;
if (pTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
{
IM_ASSERT(0);
return;
}
for (int y = 0; y < height; y++)
memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
pTexture->UnlockRect(0);
// Store our identifier
io.Fonts->TexID = (void *)pTexture;
}
void InitImGui() void InitImGui()
{ {
RECT rect; RECT rect;
@ -185,7 +221,6 @@ void InitImGui()
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions. io.DisplaySize = ImVec2((float)display_w, (float)display_h); // Display size, in pixels. For clamping windows positions.
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable) io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.PixelCenterOffset = 0.0f; // Align Direct3D Texels
io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime. io.KeyMap[ImGuiKey_Tab] = VK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array that we will update during the application lifetime.
io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = VK_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT; io.KeyMap[ImGuiKey_RightArrow] = VK_RIGHT;
@ -213,15 +248,7 @@ void InitImGui()
return; return;
} }
// Load font texture LoadFontsTexture();
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
if (D3DXCreateTextureFromFileInMemory(g_pd3dDevice, png_data, png_size, &g_pTexture) < 0)
{
IM_ASSERT(0);
return;
}
} }
INT64 ticks_per_second = 0; INT64 ticks_per_second = 0;

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@ -8,9 +8,7 @@
#endif #endif
#include "../../imgui.h" #include "../../imgui.h"
#define STB_IMAGE_STATIC #include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../shared/stb_image.h" // stb_image.h for PNG loading
// Glfw/Glew // Glfw/Glew
#define GLEW_STATIC #define GLEW_STATIC
@ -19,19 +17,17 @@
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window; static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false }; static bool mousePressed[2] = { false, false };
// Shader variables // Shader variables
static int shader_handle, vert_handle, frag_handle; static int shader_handle, vert_handle, frag_handle;
static int texture_location, ortho_location; static int texture_location, proj_mtx_location;
static int position_location, uv_location, colour_location; static int position_location, uv_location, colour_location;
static size_t vbo_max_size = 20000; static size_t vbo_max_size = 20000;
static unsigned int vbo_handle, vao_handle; static unsigned int vbo_handle, vao_handle;
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // If text or lines are blurry when integrating ImGui in your engine:
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.0f or 0.5f
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{ {
@ -45,10 +41,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
glDisable(GL_CULL_FACE); glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_SCISSOR_TEST); glEnable(GL_SCISSOR_TEST);
// Setup texture
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, fontTex);
// Setup orthographic projection matrix // Setup orthographic projection matrix
const float width = ImGui::GetIO().DisplaySize.x; const float width = ImGui::GetIO().DisplaySize.x;
@ -62,7 +55,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
}; };
glUseProgram(shader_handle); glUseProgram(shader_handle);
glUniform1i(texture_location, 0); glUniform1i(texture_location, 0);
glUniformMatrix4fv(ortho_location, 1, GL_FALSE, &ortho_projection[0][0]); glUniformMatrix4fv(proj_mtx_location, 1, GL_FALSE, &ortho_projection[0][0]);
// Grow our buffer according to what we need // Grow our buffer according to what we need
size_t total_vtx_count = 0; size_t total_vtx_count = 0;
@ -98,6 +91,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
const ImDrawCmd* pcmd_end = cmd_list->commands.end(); const ImDrawCmd* pcmd_end = cmd_list->commands.end();
for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++) for (const ImDrawCmd* pcmd = cmd_list->commands.begin(); pcmd != pcmd_end; pcmd++)
{ {
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count; vtx_offset += pcmd->vtx_count;
@ -157,11 +151,9 @@ static void glfw_char_callback(GLFWwindow* window, unsigned int c)
ImGui::GetIO().AddInputCharacter((unsigned short)c); ImGui::GetIO().AddInputCharacter((unsigned short)c);
} }
// OpenGL code based on http://open.gl tutorials
void InitGL() void InitGL()
{ {
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) if (!glfwInit())
exit(1); exit(1);
@ -184,28 +176,28 @@ void InitGL()
const GLchar *vertex_shader = const GLchar *vertex_shader =
"#version 330\n" "#version 330\n"
"uniform mat4 ortho;\n" "uniform mat4 ProjMtx;\n"
"in vec2 Position;\n" "in vec2 Position;\n"
"in vec2 UV;\n" "in vec2 UV;\n"
"in vec4 Colour;\n" "in vec4 Color;\n"
"out vec2 Frag_UV;\n" "out vec2 Frag_UV;\n"
"out vec4 Frag_Colour;\n" "out vec4 Frag_Color;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" Frag_UV = UV;\n" " Frag_UV = UV;\n"
" Frag_Colour = Colour;\n" " Frag_Color = Color;\n"
" gl_Position = ortho*vec4(Position.xy,0,1);\n" " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n"
"}\n"; "}\n";
const GLchar* fragment_shader = const GLchar* fragment_shader =
"#version 330\n" "#version 330\n"
"uniform sampler2D Texture;\n" "uniform sampler2D Texture;\n"
"in vec2 Frag_UV;\n" "in vec2 Frag_UV;\n"
"in vec4 Frag_Colour;\n" "in vec4 Frag_Color;\n"
"out vec4 FragColor;\n" "out vec4 Out_Color;\n"
"void main()\n" "void main()\n"
"{\n" "{\n"
" FragColor = Frag_Colour * texture( Texture, Frag_UV.st);\n" " Out_Color = Frag_Color * texture( Texture, Frag_UV.st);\n"
"}\n"; "}\n";
shader_handle = glCreateProgram(); shader_handle = glCreateProgram();
@ -220,10 +212,10 @@ void InitGL()
glLinkProgram(shader_handle); glLinkProgram(shader_handle);
texture_location = glGetUniformLocation(shader_handle, "Texture"); texture_location = glGetUniformLocation(shader_handle, "Texture");
ortho_location = glGetUniformLocation(shader_handle, "ortho"); proj_mtx_location = glGetUniformLocation(shader_handle, "ProjMtx");
position_location = glGetAttribLocation(shader_handle, "Position"); position_location = glGetAttribLocation(shader_handle, "Position");
uv_location = glGetAttribLocation(shader_handle, "UV"); uv_location = glGetAttribLocation(shader_handle, "UV");
colour_location = glGetAttribLocation(shader_handle, "Colour"); colour_location = glGetAttribLocation(shader_handle, "Color");
glGenBuffers(1, &vbo_handle); glGenBuffers(1, &vbo_handle);
glBindBuffer(GL_ARRAY_BUFFER, vbo_handle); glBindBuffer(GL_ARRAY_BUFFER, vbo_handle);
@ -243,11 +235,34 @@ void InitGL()
glBindBuffer(GL_ARRAY_BUFFER, 0); glBindBuffer(GL_ARRAY_BUFFER, 0);
} }
void LoadFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bits for OpenGL3 demo because it is more likely to be compatible with user's existing shader.
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
}
void InitImGui() void InitImGui()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable) io.DeltaTime = 1.0f / 60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our timestep is variable)
io.PixelCenterOffset = 0.5f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
@ -270,18 +285,7 @@ void InitImGui()
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
// Load font texture LoadFontsTexture();
glGenTextures(1, &fontTex);
glBindTexture(GL_TEXTURE_2D, fontTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
stbi_image_free(tex_data);
} }
void UpdateImGui() void UpdateImGui()

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@ -74,7 +74,6 @@
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

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@ -24,8 +24,5 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\stb_textedit.h">
<Filter>imgui</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -8,9 +8,7 @@
#endif #endif
#include "../../imgui.h" #include "../../imgui.h"
#define STB_IMAGE_STATIC #include <stdio.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../shared/stb_image.h" // stb_image.h for PNG loading
// Glfw/Glew // Glfw/Glew
#define GLEW_STATIC #define GLEW_STATIC
@ -19,13 +17,11 @@
#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT)) #define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
static GLFWwindow* window; static GLFWwindow* window;
static GLuint fontTex;
static bool mousePressed[2] = { false, false }; static bool mousePressed[2] = { false, false };
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine: // If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
// - try adjusting ImGui::GetIO().PixelCenterOffset to 0.5f or 0.375f
static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count) static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
{ {
if (cmd_lists_count == 0) if (cmd_lists_count == 0)
@ -43,9 +39,6 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_COLOR_ARRAY);
// Setup texture
glBindTexture(GL_TEXTURE_2D, fontTex);
glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_2D);
// Setup orthographic projection matrix // Setup orthographic projection matrix
@ -72,6 +65,7 @@ static void ImImpl_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_c
for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++) for (size_t cmd_i = 0; cmd_i < cmd_list->commands.size(); cmd_i++)
{ {
const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i]; const ImDrawCmd* pcmd = &cmd_list->commands[cmd_i];
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->texture_id);
glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y)); glScissor((int)pcmd->clip_rect.x, (int)(height - pcmd->clip_rect.w), (int)(pcmd->clip_rect.z - pcmd->clip_rect.x), (int)(pcmd->clip_rect.w - pcmd->clip_rect.y));
glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count); glDrawArrays(GL_TRIANGLES, vtx_offset, pcmd->vtx_count);
vtx_offset += pcmd->vtx_count; vtx_offset += pcmd->vtx_count;
@ -135,11 +129,9 @@ static void glfw_char_callback(GLFWwindow* window, unsigned int c)
ImGui::GetIO().AddInputCharacter((unsigned short)c); ImGui::GetIO().AddInputCharacter((unsigned short)c);
} }
// OpenGL code based on http://open.gl tutorials
void InitGL() void InitGL()
{ {
glfwSetErrorCallback(glfw_error_callback); glfwSetErrorCallback(glfw_error_callback);
if (!glfwInit()) if (!glfwInit())
exit(1); exit(1);
@ -153,11 +145,34 @@ void InitGL()
glewInit(); glewInit();
} }
void LoadFontsTexture()
{
ImGuiIO& io = ImGui::GetIO();
//ImFont* my_font1 = io.Fonts->AddFontDefault();
//ImFont* my_font2 = io.Fonts->AddFontFromFileTTF("extra_fonts/Karla-Regular.ttf", 15.0f);
//ImFont* my_font3 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyClean.ttf", 13.0f); my_font3->DisplayOffset.y += 1;
//ImFont* my_font4 = io.Fonts->AddFontFromFileTTF("extra_fonts/ProggyTiny.ttf", 10.0f); my_font4->DisplayOffset.y += 1;
//ImFont* my_font5 = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 20.0f, io.Fonts->GetGlyphRangesJapanese());
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsAlpha8(&pixels, &width, &height);
GLuint tex_id;
glGenTextures(1, &tex_id);
glBindTexture(GL_TEXTURE_2D, tex_id);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, width, height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, pixels);
// Store our identifier
io.Fonts->TexID = (void *)(intptr_t)tex_id;
}
void InitImGui() void InitImGui()
{ {
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable) io.DeltaTime = 1.0f/60.0f; // Time elapsed since last frame, in seconds (in this sample app we'll override this every frame because our time step is variable)
io.PixelCenterOffset = 0.0f; // Align OpenGL texels
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array. io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT; io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT; io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
@ -180,42 +195,7 @@ void InitImGui()
io.SetClipboardTextFn = ImImpl_SetClipboardTextFn; io.SetClipboardTextFn = ImImpl_SetClipboardTextFn;
io.GetClipboardTextFn = ImImpl_GetClipboardTextFn; io.GetClipboardTextFn = ImImpl_GetClipboardTextFn;
// Load font texture LoadFontsTexture();
glGenTextures(1, &fontTex);
glBindTexture(GL_TEXTURE_2D, fontTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#if 1
// Default font (embedded in code)
const void* png_data;
unsigned int png_size;
ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size);
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load_from_memory((const unsigned char*)png_data, (int)png_size, &tex_x, &tex_y, &tex_comp, 0);
IM_ASSERT(tex_data != NULL);
#else
// Custom font from filesystem
io.Font = new ImFont();
io.Font->LoadFromFile("../../extra_fonts/mplus-2m-medium_18.fnt");
IM_ASSERT(io.Font->IsLoaded());
int tex_x, tex_y, tex_comp;
void* tex_data = stbi_load("../../extra_fonts/mplus-2m-medium_18.png", &tex_x, &tex_y, &tex_comp, 0);
IM_ASSERT(tex_data != NULL);
// Automatically find white pixel from the texture we just loaded
// (io.Font->TexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
{
io.Font->TexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
break;
}
#endif
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex_x, tex_y, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_data);
stbi_image_free(tex_data);
} }
void UpdateImGui() void UpdateImGui()

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@ -74,8 +74,6 @@
<ItemGroup> <ItemGroup>
<ClInclude Include="..\..\imconfig.h" /> <ClInclude Include="..\..\imconfig.h" />
<ClInclude Include="..\..\imgui.h" /> <ClInclude Include="..\..\imgui.h" />
<ClInclude Include="..\..\stb_textedit.h" />
<ClInclude Include="..\shared\stb_image.h" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">

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@ -24,11 +24,5 @@
<ClInclude Include="..\..\imgui.h"> <ClInclude Include="..\..\imgui.h">
<Filter>imgui</Filter> <Filter>imgui</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="..\..\stb_textedit.h">
<Filter>imgui</Filter>
</ClInclude>
<ClInclude Include="..\shared\stb_image.h">
<Filter>sources</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>

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@ -1,3 +0,0 @@
stb_image.h is used to load the PNG texture data by
opengl_example
directx11_example

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extra_fonts/ProggyClean.ttf Normal file

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extra_fonts/ProggyTiny.ttf Normal file

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@ -1,100 +1,55 @@
Extra fonts for ImGui. The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' that you can use without any external files.
THOSE FONTS ARE OPTIONAL.
ImGui embeds a copy of 'proggy_clean' that you can use without any external files. ---------------------------------
Export your own font with bmfont (www.angelcode.com/products/bmfont). EXTRA FONTS FOR IMGUI
---------------------------------
bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g: ProggyClean.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1
proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt ProggyTiny.ttf
proggy_clean_13.png Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1
If you need a free font that supports chinese/japanese characters, you can use the M+ fonts. Karla-Regular
TTF and sources are availables at http://mplus-fonts.sourceforge.jp/mplus-outline-fonts. Copyright (c) 2012, Jonathan Pinhorn
This directory include some of the M+ fonts converted by bmfont. SIL OPEN FONT LICENSE Version 1.1
//----------------------------------------------------------------------------- ---------------------------------
OTHER FONTS
---------------------------------
Configure bmfont: For Japanese:
- Export .fnt as Binary M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
- Output .png, 32-bits (or whatever is suitable for your loader/renderer) mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
- Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts.
But you can experiment with other settings if you want anti-aliased fonts.
- Tip: use pngout.exe (http://advsys.net/ken/utils.htm) to further reduce the file size of .png files
All files in this folder have been optimised with pngout.exe
----------------------------------------------------------------------------- For Japanese, Chinese, Korean:
(A) Use font data embedded in ImGui You can use Arial Unicode or other Unicode fonts provided with Windows (not sure of their license).
Other suggestions?
// Access embedded font data ---------------------------------
const void* fnt_data; // pointer to FNT data LOADING INSTRUCTIONS
unsigned fnt_size; // size of FNT data ---------------------------------
const void* png_data; // pointer to PNG data
unsigned int png_size; // size of PNG data
ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size);
1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything) Load .TTF file with:
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Font = new ImFont(); io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels);
io.Font->LoadFromMemory(fnt_data, fnt_size);
2. Load the .PNG data from 'png_data' into a texture Add a third parameter to bake specific font ranges:
//----------------------------------------------------------------------------- io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesDefault()); // Basic Latin, Extended Latin
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesJapanese()); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->LoadFromFileTTF("myfontfile.ttf", size_pixels, io.Fonts->GetGlyphRangesChinese()); // Include full set of about 21000 CJK Unified Ideographs
(B) Use fonts from external files Offset font by altering the io.Font->DisplayOffset value:
You need to set io.Font->TexUvForWhite to UV coordinates pointing to a white pixel in the texture. ImFont* font = io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels);
You can either locate a white pixel manually or use code at runtime to find or write one. font->DisplayOffset.y += 1; // Render 1 pixel down
The OpenGL example include sample code to find a white pixel given an uncompressed 32-bits texture:
// Automatically find white pixel from the texture we just loaded
// (io.Font->TexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
{
io.Font->TexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
break;
}
1. Load the .FNT data, e.g.
ImGuiIO& io = ImGui::GetIO();
// proggy_clean_13 [default]
io.Font = new ImFont();
io.Font->LoadFromFile("proggy_clean_13.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.Font->TexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128);
io.Font->DisplayOffset = ImVec2(0.0f, +1.0f);
// proggy_small_12
io.Font = new ImFont();
io.Font->LoadFromFile("proggy_small_12.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
io.Font->DisplayOffset = ImVec2(0.0f, +2.0f);
// proggy_small_14
io.Font = new ImFont();
io.Font->LoadFromFile("proggy_small_14.fnt");
IM_ASSERT(io.Font->IsLoaded());
io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
io.Font->DisplayOffset = ImVec2(0.0f, +3.0f);
// courier_new_16
io.Font->LoadFromFile("courier_new_16.fnt");
io.Font->TexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128);
// courier_new_18
io.Font->LoadFromFile("courier_new_18.fnt");
io.Font->TexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256);
2. Load the matching .PNG data into a texture
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imgui.cpp

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imgui.h
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@ -1,4 +1,4 @@
// ImGui library v1.21 wip // ImGui library v1.30 wip
// See .cpp file for commentary. // See .cpp file for commentary.
// See ImGui::ShowTestWindow() for sample code. // See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase. // Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.
@ -8,6 +8,7 @@
struct ImDrawList; struct ImDrawList;
struct ImFont; struct ImFont;
struct ImFontAtlas;
struct ImGuiAabb; struct ImGuiAabb;
struct ImGuiIO; struct ImGuiIO;
struct ImGuiStorage; struct ImGuiStorage;
@ -31,8 +32,9 @@ struct ImGuiWindow;
#endif #endif
typedef unsigned int ImU32; typedef unsigned int ImU32;
typedef unsigned short ImWchar; // hold a character for display typedef unsigned short ImWchar; // character for display
typedef ImU32 ImGuiID; // hold widget unique ID typedef void* ImTextureID; // user data to refer to a texture (e.g. store your texture handle/id)
typedef ImU32 ImGuiID; // unique ID used by widgets (typically hashed from a stack of string)
typedef int ImGuiCol; // enum ImGuiCol_ typedef int ImGuiCol; // enum ImGuiCol_
typedef int ImGuiStyleVar; // enum ImGuiStyleVar_ typedef int ImGuiStyleVar; // enum ImGuiStyleVar_
typedef int ImGuiKey; // enum ImGuiKey_ typedef int ImGuiKey; // enum ImGuiKey_
@ -40,7 +42,7 @@ typedef int ImGuiColorEditMode; // enum ImGuiColorEditMode_
typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_ typedef int ImGuiWindowFlags; // enum ImGuiWindowFlags_
typedef int ImGuiSetCondition; // enum ImGuiSetCondition_ typedef int ImGuiSetCondition; // enum ImGuiSetCondition_
typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_ typedef int ImGuiInputTextFlags; // enum ImGuiInputTextFlags_
struct ImGuiTextEditCallbackData; struct ImGuiTextEditCallbackData; // for advanced uses of InputText()
struct ImVec2 struct ImVec2
{ {
@ -106,10 +108,10 @@ public:
inline const_iterator begin() const { return Data; } inline const_iterator begin() const { return Data; }
inline iterator end() { return Data + Size; } inline iterator end() { return Data + Size; }
inline const_iterator end() const { return Data + Size; } inline const_iterator end() const { return Data + Size; }
inline value_type& front() { return at(0); } inline value_type& front() { IM_ASSERT(Size > 0); return Data[0]; }
inline const value_type& front() const { return at(0); } inline const value_type& front() const { IM_ASSERT(Size > 0); return Data[0]; }
inline value_type& back() { IM_ASSERT(Size > 0); return at(Size-1); } inline value_type& back() { IM_ASSERT(Size > 0); return Data[Size-1]; }
inline const value_type& back() const { IM_ASSERT(Size > 0); return at(Size-1); } inline const value_type& back() const { IM_ASSERT(Size > 0); return Data[Size-1]; }
inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; } inline void swap(ImVector<T>& rhs) { const size_t rhs_size = rhs.Size; rhs.Size = Size; Size = rhs_size; const size_t rhs_cap = rhs.Capacity; rhs.Capacity = Capacity; Capacity = rhs_cap; value_type* rhs_data = rhs.Data; rhs.Data = Data; Data = rhs_data; }
inline void reserve(size_t new_capacity) { Data = (value_type*)ImGui::MemRealloc(Data, new_capacity * sizeof(value_type)); Capacity = new_capacity; } inline void reserve(size_t new_capacity) { Data = (value_type*)ImGui::MemRealloc(Data, new_capacity * sizeof(value_type)); Capacity = new_capacity; }
@ -129,7 +131,7 @@ public:
// - struct ImGuiTextBuffer // Text buffer for logging/accumulating text // - struct ImGuiTextBuffer // Text buffer for logging/accumulating text
// - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually) // - struct ImGuiStorage // Custom key value storage (if you need to alter open/close states manually)
// - struct ImDrawList // Draw command list // - struct ImDrawList // Draw command list
// - struct ImFont // Bitmap font loader // - struct ImFont // TTF font loader, bake glyphs into bitmap
// ImGui End-user API // ImGui End-user API
// In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types) // In a namespace so that user can add extra functions (e.g. Value() helpers for your vector or common types)
@ -174,16 +176,21 @@ namespace ImGui
IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it). IMGUI_API void SetStateStorage(ImGuiStorage* tree); // replace tree state storage with our own (if you want to manipulate it yourself, typically clear subsection of it).
IMGUI_API ImGuiStorage* GetStateStorage(); IMGUI_API ImGuiStorage* GetStateStorage();
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case. default to ~2/3 of windows width. // Parameters stacks (shared)
IMGUI_API void PopItemWidth(); IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font
IMGUI_API float GetItemWidth(); IMGUI_API void PopFont();
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col);
IMGUI_API void PopStyleColor(int count = 1); IMGUI_API void PopStyleColor(int count = 1);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, float val);
IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val); IMGUI_API void PushStyleVar(ImGuiStyleVar idx, const ImVec2& val);
IMGUI_API void PopStyleVar(int count = 1); IMGUI_API void PopStyleVar(int count = 1);
// Parameters stacks (current window)
IMGUI_API void PushItemWidth(float item_width); // width of items for the common item+label case. default to ~2/3 of windows width.
IMGUI_API void PopItemWidth();
IMGUI_API float GetItemWidth();
IMGUI_API void PushAllowKeyboardFocus(bool v); // allow focusing using TAB/Shift-TAB, enabled by default but you can disable it for certain widgets.
IMGUI_API void PopAllowKeyboardFocus();
IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space. IMGUI_API void PushTextWrapPos(float wrap_pos_x = 0.0f); // word-wrapping for Text*() commands. < 0.0f: no wrapping; 0.0f: wrap to end of window (or column); > 0.0f: wrap at 'wrap_pos_x' position in window local space.
IMGUI_API void PopTextWrapPos(); IMGUI_API void PopTextWrapPos();
@ -234,8 +241,9 @@ namespace ImGui
IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args); IMGUI_API void LabelTextV(const char* label, const char* fmt, va_list args);
IMGUI_API void BulletText(const char* fmt, ...); IMGUI_API void BulletText(const char* fmt, ...);
IMGUI_API void BulletTextV(const char* fmt, va_list args); IMGUI_API void BulletTextV(const char* fmt, va_list args);
IMGUI_API bool Button(const char* label, ImVec2 size = ImVec2(0,0), bool repeat_when_held = false); IMGUI_API bool Button(const char* label, const ImVec2& size = ImVec2(0,0), bool repeat_when_held = false);
IMGUI_API bool SmallButton(const char* label); IMGUI_API bool SmallButton(const char* label);
IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& size, const ImVec2& uv0 = ImVec2(0,0), const ImVec2& uv1 = ImVec2(1,1), ImU32 tint_col = 0xFFFFFFFF, ImU32 border_col = 0x00000000);
IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false); IMGUI_API bool CollapsingHeader(const char* label, const char* str_id = NULL, const bool display_frame = true, const bool default_open = false);
IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders. IMGUI_API bool SliderFloat(const char* label, float* v, float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); // adjust display_format to decorate the value with a prefix or a suffix. Use power!=1.0 for logarithmic sliders.
IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f); IMGUI_API bool SliderFloat2(const char* label, float v[2], float v_min, float v_max, const char* display_format = "%.3f", float power = 1.0f);
@ -310,7 +318,6 @@ namespace ImGui
IMGUI_API float GetTime(); IMGUI_API float GetTime();
IMGUI_API int GetFrameCount(); IMGUI_API int GetFrameCount();
IMGUI_API const char* GetStyleColName(ImGuiCol idx); IMGUI_API const char* GetStyleColName(ImGuiCol idx);
IMGUI_API void GetDefaultFontData(const void** fnt_data, unsigned int* fnt_size, const void** png_data, unsigned int* png_size);
IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f); IMGUI_API ImVec2 CalcTextSize(const char* text, const char* text_end = NULL, bool hide_text_after_double_hash = false, float wrap_width = -1.0f);
} // namespace ImGui } // namespace ImGui
@ -426,7 +433,7 @@ enum ImGuiStyleVar_
ImGuiStyleVar_FrameRounding, // float ImGuiStyleVar_FrameRounding, // float
ImGuiStyleVar_ItemSpacing, // ImVec2 ImGuiStyleVar_ItemSpacing, // ImVec2
ImGuiStyleVar_ItemInnerSpacing, // ImVec2 ImGuiStyleVar_ItemInnerSpacing, // ImVec2
ImGuiStyleVar_TreeNodeSpacing, // float ImGuiStyleVar_TreeNodeSpacing // float
}; };
// Enumeration for ColorEditMode() // Enumeration for ColorEditMode()
@ -445,7 +452,7 @@ enum ImGuiSetCondition_
{ {
ImGuiSetCondition_Always = 1 << 0, // Set the variable ImGuiSetCondition_Always = 1 << 0, // Set the variable
ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session) ImGuiSetCondition_FirstUseThisSession = 1 << 1, // Only set the variable on the first call for this window (once per session)
ImGuiSetCondition_FirstUseEver = 1 << 2, // Only set the variable if the window doesn't exist in the .ini file ImGuiSetCondition_FirstUseEver = 1 << 2 // Only set the variable if the window doesn't exist in the .ini file
}; };
struct ImGuiStyle struct ImGuiStyle
@ -485,12 +492,11 @@ struct ImGuiIO
float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds. float MouseDoubleClickTime; // = 0.30f // Time for a double-click, in seconds.
float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. float MouseDoubleClickMaxDist; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels.
int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array int KeyMap[ImGuiKey_COUNT]; // <unset> // Map of indices into the KeysDown[512] entries array
ImFont* Font; // <auto> // Font (also see 'Settings' fields inside ImFont structure for details) void* UserData; // = NULL // Store your own data for retrieval by callbacks.
ImFontAtlas* Fonts; // <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
float FontGlobalScale; // = 1.0f // Global scale all fonts float FontGlobalScale; // = 1.0f // Global scale all fonts
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel. bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry
void* UserData; // = NULL // Store your own data for retrieval by callbacks.
//------------------------------------------------------------------ //------------------------------------------------------------------
// User Functions // User Functions
@ -673,13 +679,14 @@ struct ImGuiTextEditCallbackData
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// Draw List // Draw List
// Hold a series of drawing commands. The user provide a renderer for ImDrawList // Hold a series of drawing commands. The user provides a renderer for ImDrawList
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
struct ImDrawCmd struct ImDrawCmd
{ {
unsigned int vtx_count; unsigned int vtx_count;
ImVec4 clip_rect; ImVec4 clip_rect;
ImTextureID texture_id; // Copy of user-provided 'TexID' from ImFont or passed to Image*() functions. Ignore if not using images or multiple fonts.
}; };
#ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT #ifndef IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT
@ -710,16 +717,22 @@ struct ImDrawList
ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those ImVector<ImDrawVert> vtx_buffer; // each command consume ImDrawCmd::vtx_count of those
// [Internal to ImGui] // [Internal to ImGui]
ImVector<ImVec4> clip_rect_stack; // [internal] clip rect stack while building the command-list (so text command can perform clipping early on) ImVector<ImVec4> clip_rect_stack; // [internal]
ImVector<ImTextureID> texture_id_stack; // [internal]
ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much) ImDrawVert* vtx_write; // [internal] point within vtx_buffer after each add command (to avoid using the ImVector<> operators too much)
ImDrawList() { Clear(); } ImDrawList() { Clear(); }
IMGUI_API void Clear(); IMGUI_API void Clear();
IMGUI_API void SetClipRect(const ImVec4& clip_rect);
IMGUI_API void PushClipRect(const ImVec4& clip_rect); IMGUI_API void PushClipRect(const ImVec4& clip_rect);
IMGUI_API void PopClipRect(); IMGUI_API void PopClipRect();
IMGUI_API void SetTextureID(const ImTextureID& texture_id);
IMGUI_API void PushTextureID(const ImTextureID& texture_id);
IMGUI_API void PopTextureID();
IMGUI_API void ReserveVertices(unsigned int vtx_count); IMGUI_API void ReserveVertices(unsigned int vtx_count);
IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col); IMGUI_API void AddVtx(const ImVec2& pos, ImU32 col);
IMGUI_API void AddVtxUV(const ImVec2& pos, ImU32 col, const ImVec2& uv);
IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col); IMGUI_API void AddVtxLine(const ImVec2& a, const ImVec2& b, ImU32 col);
// Primitives // Primitives
@ -731,99 +744,98 @@ struct ImDrawList
IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12); IMGUI_API void AddCircleFilled(const ImVec2& centre, float radius, ImU32 col, int num_segments = 12);
IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0)); IMGUI_API void AddArc(const ImVec2& center, float rad, ImU32 col, int a_min, int a_max, bool tris = false, const ImVec2& third_point_offset = ImVec2(0,0));
IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f); IMGUI_API void AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f);
IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& a, const ImVec2& b, const ImVec2& uv0, const ImVec2& uv1, ImU32 col);
}; };
// Bitmap font data loader & renderer into vertices // Load and rasterize multiple TTF fonts into a same texture.
// Using the .fnt format exported by BMFont // Sharing a texture for multiple fonts allows us to reduce the number of draw calls during rendering.
// - tool: http://www.angelcode.com/products/bmfont // We also add custom graphic data into the texture that serves for ImGui.
// - file-format: http://www.angelcode.com/products/bmfont/doc/file_format.html // 1. (Optional) Call AddFont*** functions. If you don't call any, the default font will be loaded for you.
// Assume valid file data (won't handle invalid/malicious data) // 2. Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data.
// Handle a subset of the options, namely: // 3. Upload the pixels data into a texture within your graphics system.
// - kerning pair are not supported (because some ImGui code does per-character CalcTextSize calls, need to turn it into something more state-ful to allow for kerning) // 4. Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture. This value will be passed back to you during rendering to identify the texture.
// 5. Call ClearPixelsData() to free textures memory on the heap.
struct ImFontAtlas
{
IMGUI_API ImFontAtlas();
IMGUI_API ~ImFontAtlas();
IMGUI_API ImFont* AddFontDefault();
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* in_ttf_data, size_t in_ttf_data_size, float size_pixels, const ImWchar* glyph_ranges = NULL, int font_no = 0); // Pass ownership of 'in_ttf_data' memory.
IMGUI_API void ClearTexData(); // Saves RAM once the texture has been copied to graphics memory.
IMGUI_API void Clear();
// Retrieve texture data
// User is in charge of copying the pixels into graphics memory, then call SetTextureUserID()
// After loading the texture into your graphic system, store your texture handle in 'TexID' (ignore if you aren't using multiple fonts nor images)
// RGBA32 format is provided for convenience and high compatibility, but note that all RGB pixels are white, so 75% of the memory is wasted.
IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel
IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel
IMGUI_API void SetTexID(void* id) { TexID = id; }
// Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list)
// (Those functions could be static, aren't so simple use case doesn't have to refer to the ImFontAtlas:: type ever if in their code)
IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin
IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
IMGUI_API const ImWchar* GetGlyphRangesChinese(); // Japanese + full set of about 21000 CJK Unified Ideographs
// Members
// (Access texture data via GetTexData*() calls which will setup a default font for you.)
void* TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It ia passed back to you during rendering.
unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight
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;
// Private
struct ImFontAtlasData;
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.
};
// TTF font loading and rendering
// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32().
// Kerning isn't supported. At the moment some ImGui code does per-character CalcTextSize calls, need something more state-ful.
struct ImFont struct ImFont
{ {
struct FntInfo; // Members: Settings
struct FntCommon; float FontSize; // <user set> // Height of characters, set during loading (don't change after loading)
struct FntGlyph;
struct FntKerning;
// Settings
float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale() float Scale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels ImVec2 DisplayOffset; // = (0.0f,0.0f) // Offset font rendering by xx pixels
ImVec2 TexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture. ImWchar FallbackChar; // = '?' // Replacement glyph if one isn't found.
ImWchar FallbackChar; // = '?' // Replacement glyph is one isn't found.
// Data // Members: Runtime data
unsigned char* Data; // Raw data, content of .fnt file struct Glyph
size_t DataSize; // {
bool DataOwned; // ImWchar Codepoint;
const FntInfo* Info; // (point into raw data) signed short XAdvance;
const FntCommon* Common; // (point into raw data) signed short Width, Height;
const FntGlyph* Glyphs; // (point into raw data) signed short XOffset, YOffset;
size_t GlyphsCount; // float U0, V0, U1, V1; // Texture coordinates
const FntKerning* Kerning; // (point into raw data) - NB: kerning is unsupported };
size_t KerningCount; // ImFontAtlas* ContainerAtlas; // What we has been loaded into
ImVector<const char*> Filenames; // (point into raw data) ImVector<Glyph> Glyphs;
ImVector<int> IndexLookup; // (built) ImVector<int> IndexLookup; // Index glyphs by Unicode code-point
const FntGlyph* FallbackGlyph; // == FindGlyph(FontFallbackChar) const Glyph* FallbackGlyph; // == FindGlyph(FontFallbackChar)
// Methods
IMGUI_API ImFont(); IMGUI_API ImFont();
IMGUI_API ~ImFont() { Clear(); } IMGUI_API ~ImFont() { Clear(); }
IMGUI_API bool LoadFromMemory(const void* data, size_t data_size);
IMGUI_API bool LoadFromFile(const char* filename);
IMGUI_API void Clear(); IMGUI_API void Clear();
IMGUI_API void BuildLookupTable(); IMGUI_API void BuildLookupTable();
IMGUI_API const FntGlyph* FindGlyph(unsigned short c) const; IMGUI_API const Glyph* FindGlyph(unsigned short c) const;
IMGUI_API bool IsLoaded() const { return Info != NULL && Common != NULL && Glyphs != NULL; } IMGUI_API bool IsLoaded() const { return ContainerAtlas != NULL; }
// 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable.
// 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable.
IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8 IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL) const; // utf8
IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar IMGUI_API ImVec2 CalcTextSizeW(float size, float max_width, const ImWchar* text_begin, const ImWchar* text_end, const ImWchar** remaining = NULL) const; // wchar
IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f) const; IMGUI_API void RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, ImDrawVert*& out_vertices, float wrap_width = 0.0f) const;
IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const; IMGUI_API const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) const;
#pragma pack(push, 1)
struct FntInfo
{
signed short FontSize;
unsigned char BitField; // bit 0: smooth, bit 1: unicode, bit 2: italic, bit 3: bold, bit 4: fixedHeight, bits 5-7: reserved
unsigned char CharSet;
unsigned short StretchH;
unsigned char AA;
unsigned char PaddingUp, PaddingRight, PaddingDown, PaddingLeft;
unsigned char SpacingHoriz, SpacingVert, Outline;
//char FontName[];
};
struct FntCommon
{
unsigned short LineHeight, Base;
unsigned short ScaleW, ScaleH;
unsigned short Pages;
unsigned char BitField;
unsigned char Channels[4];
};
struct FntGlyph
{
unsigned int Id;
unsigned short X, Y, Width, Height;
signed short XOffset, YOffset;
signed short XAdvance;
unsigned char Page;
unsigned char Channel;
};
struct FntKerning
{
unsigned int IdFirst;
unsigned int IdSecond;
signed short Amount;
};
#pragma pack(pop)
}; };
//---- Include imgui_user.h at the end of imgui.h //---- Include imgui_user.h at the end of imgui.h

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// stb_rect_pack.h - v0.05 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Version history:
//
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
#ifdef STBRP_LARGE_RECTS
typedef int stbrp_coord;
#else
typedef unsigned short stbrp_coord;
#endif
STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#include <stdlib.h>
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(width <= 0xffff && height <= 0xffff);
#endif
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
#ifdef STBRP_LARGE_RECTS
context->extra[1].y = (1<<30);
#else
context->extra[1].y = 65535;
#endif
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
(void)c;
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visted
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height < c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
STBRP_ASSERT(y <= best_y);
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stiched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
stbrp_node *L1 = NULL, *L2 = NULL;
int count=0;
cur = context->active_head;
while (cur) {
L1 = cur;
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
L2 = cur;
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int rect_height_compare(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int rect_width_compare(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
if (p->w > q->w)
return -1;
if (p->w < q->w)
return 1;
return (p->h > q->h) ? -1 : (p->h < q->h);
}
static int rect_original_order(const void *a, const void *b)
{
stbrp_rect *p = (stbrp_rect *) a;
stbrp_rect *q = (stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
#ifdef STBRP_LARGE_RECTS
#define STBRP__MAXVAL 0xffffffff
#else
#define STBRP__MAXVAL 0xffff
#endif
STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
#ifndef STBRP_LARGE_RECTS
STBRP_ASSERT(rects[i].w <= 0xffff && rects[i].h <= 0xffff);
#endif
}
// sort according to heuristic
qsort(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
// unsort
qsort(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags
for (i=0; i < num_rects; ++i)
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
}
#endif

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