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	Documentation on new font / texture get api
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								imgui.cpp
									
									
									
									
									
								
							
							
						
						
									
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								imgui.cpp
									
									
									
									
									
								
							@@ -80,12 +80,18 @@
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   - a typical application skeleton may be:
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        // Application init
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        // TODO: Fill all settings fields of the io structure
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        ImGuiIO& io = ImGui::GetIO();
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        io.DisplaySize.x = 1920.0f;
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        io.DisplaySize.y = 1280.0f;
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        io.DeltaTime = 1.0f/60.0f;
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        io.IniFilename = "imgui.ini";
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        // TODO: Fill others settings of the io structure
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        // Load texture
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        unsigned char* pixels;
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        int width, height;
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        io.Font->GetTextureData(&pixels, &width, &height);
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        // TODO: copy texture to graphics memory. Store texture identifier for your engine in io.Font->TexID
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        // Application main loop
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        while (true)
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@@ -118,7 +124,9 @@
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 Occasionally introducing changes that are breaking the API. The breakage are generally minor and easy to fix.
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 Here is a change-log of API breaking changes, if you are using one of the functions listed, expect to have to fix some code.
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 - 2015/01/08 (1.30) XXXXXXXX
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 - 2015/01/11 (1.30) big font/image API change. now loads TTF file. allow for multiple fonts. no need for a PNG loader.
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                     removed GetDefaultFontData(). uses io.Font->GetTextureData*() API to retrieve uncompressed pixels.
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                     added texture identifier in ImDrawCmd passed to your render function.
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 - 2014/12/10 (1.18) removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
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 - 2014/11/28 (1.17) moved IO.Font*** options to inside the IO.Font-> structure.
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 - 2014/11/26 (1.17) reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
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@@ -157,9 +165,9 @@
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      e.g. "##Foobar" display an empty label and uses "##Foobar" as ID
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   - read articles about the imgui principles (see web links) to understand the requirement and use of ID.
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 If you want to use a different font than the default embedded copy of ProggyClean.ttf (size 13):
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 If you want to use a different font than the default embedded copy of ProggyClean.ttf (size 13), before calling io.Font->GetTextureData():
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     ImGuiIO& io = ImGui::GetIO();
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     io.Font = new Font();
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     io.Font->LoadFromFileTTF("myfontfile.ttf", size_pixels);
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 If you want to input Japanese/Chinese/Korean in the text input widget:
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@@ -420,7 +428,7 @@ ImGuiStyle::ImGuiStyle()
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// We statically allocate a default font storage for the user.
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// This allows the user to avoid newing the default font, while keeping IO.Font a pointer which is easy to swap if needed.
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// We cannot new() the font because user may override MemAllocFn after the ImGuiIO() constructor is called.
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// For the same reason we cannot call LoadDefault() on the font.
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// For the same reason we cannot call LoadDefault() on the font by default, but it is called by GetTextureData*() API.
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static ImFont GDefaultStaticFont;
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ImGuiIO::ImGuiIO()
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