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Fonts: Added some details about using custom colorful icons.
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10
imgui.h
10
imgui.h
@ -2077,11 +2077,14 @@ struct ImFontAtlas
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IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietname characters
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//-------------------------------------------
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// Custom Rectangles/Glyphs API
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// [BETA] Custom Rectangles/Glyphs API
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//-------------------------------------------
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// You can request arbitrary rectangles to be packed into the atlas, for your own purposes. After calling Build(), you can query the rectangle position and render your pixels.
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// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
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// You can request arbitrary rectangles to be packed into the atlas, for your own purposes.
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// After calling Build(), you can query the rectangle position and render your pixels.
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// You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
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// so you can render e.g. custom colorful icons and use them as regular glyphs.
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// Read misc/fonts/README.txt for more details about using colorful icons.
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struct CustomRect
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{
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unsigned int ID; // Input // User ID. Use <0x10000 to map into a font glyph, >=0x10000 for other/internal/custom texture data.
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@ -2093,7 +2096,6 @@ struct ImFontAtlas
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CustomRect() { ID = 0xFFFFFFFF; Width = Height = 0; X = Y = 0xFFFF; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0,0); Font = NULL; }
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bool IsPacked() const { return X != 0xFFFF; }
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};
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IMGUI_API int AddCustomRectRegular(unsigned int id, int width, int height); // Id needs to be >= 0x10000. Id >= 0x80000000 are reserved for ImGui and ImDrawList
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IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0,0)); // Id needs to be < 0x10000 to register a rectangle to map into a specific font.
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const CustomRect* GetCustomRectByIndex(int index) const { if (index < 0) return NULL; return &CustomRects[index]; }
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@ -26,6 +26,7 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
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- Fonts Loading Instructions
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- FreeType rasterizer, Small font sizes
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- Building Custom Glyph Ranges
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- Using custom colorful icons
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- Embedding Fonts in Source Code
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- Credits/Licences for fonts included in this folder
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- Fonts Links
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@ -198,6 +199,43 @@ For example: for a game where your script is known, if you can feed your entire
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io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
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---------------------------------------
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USING CUSTOM COLORFUL ICONS
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---------------------------------------
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(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)
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You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles
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that will be packed into the font atlas texture. Register them before building the atlas, then call Build().
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You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the
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texture, and blit/copy any graphics data of your choice into those rectangles.
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Pseudo-code:
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// Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font
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ImFont* font = io.Fonts->AddFontDefault();
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int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
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// Build atlas
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io.Fonts->Build();
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// Retrieve texture in RGBA format
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unsigned char* tex_pixels = NULL;
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int tex_width, tex_height;
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io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
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// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here)
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if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
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{
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for (int y = 0; y < rect->Height; y++)
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{
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ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
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for (int x = rect->Width; x > 0; x--)
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*p++ = IM_COL32(255, 0, 0, 255);
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}
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}
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---------------------------------------
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EMBEDDING FONTS IN SOURCE CODE
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---------------------------------------
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