mirror of
https://github.com/Drezil/imgui.git
synced 2024-11-22 20:07:01 +00:00
Merge branch 'master' into docking
# Conflicts: # imgui.cpp # imgui.h # imgui_draw.cpp
This commit is contained in:
commit
d378e4088f
@ -308,6 +308,8 @@ static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode)
|
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// See https://github.com/glfw/glfw/issues/1502 for details.
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// Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process).
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// This won't cover edge cases but this is at least going to cover common cases.
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if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL)
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return key;
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const char* key_name = glfwGetKeyName(key, scancode);
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if (key_name && key_name[0] != 0 && key_name[1] == 0)
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{
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|
@ -25,6 +25,7 @@
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// CHANGELOG
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// (minor and older changes stripped away, please see git history for details)
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// 2022-01-31: Fix building with old Xcode versions that are missing gamepad features.
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// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago)with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion.
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// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[].
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// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+).
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@ -48,6 +49,10 @@
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// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window.
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// 2018-07-07: Initial version.
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#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000)
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#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000)
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#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100)
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@class ImFocusObserver;
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@class KeyEventResponder;
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@ -492,12 +497,11 @@ static void ImGui_ImplOSX_UpdateGamepads()
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if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0)
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return;
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GCController* controller;
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if (@available(macOS 11.0, *))
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controller = GCController.current;
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else
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controller = GCController.controllers.firstObject;
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#if APPLE_HAS_CONTROLLER
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GCController* controller = GCController.current;
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#else
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GCController* controller = GCController.controllers.firstObject;
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#endif
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if (controller == nil || controller.extendedGamepad == nil)
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{
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io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad;
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@ -511,11 +515,10 @@ static void ImGui_ImplOSX_UpdateGamepads()
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#define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); }
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#define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); }
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const float thumb_dead_zone = 0.0f;
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if (@available(macOS 10.15, *))
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{
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MAP_BUTTON(ImGuiKey_GamepadStart, buttonMenu);
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#if APPLE_HAS_BUTTON_OPTIONS
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MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions);
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}
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#endif
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MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross
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MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle
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MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square
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@ -528,11 +531,10 @@ static void ImGui_ImplOSX_UpdateGamepads()
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MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f);
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MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f);
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MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f);
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if (@available(macOS 10.14.1, *))
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{
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#if APPLE_HAS_THUMBSTICKS
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MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton);
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MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton);
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}
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#endif
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MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f);
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MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f);
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MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f);
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|
@ -38,7 +38,7 @@ Dear ImGui is highly portable and only requires a few things to run and render,
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- Optional: multi-viewports support.
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etc.
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||||
This is essentially what each backends are doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
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This is essentially what each backend is doing + obligatory portability cruft. Using default backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support).
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||||
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||||
It is important to understand the difference between the core Dear ImGui library (files in the root folder)
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and backends which we are describing here (backends/ folder).
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|
@ -216,6 +216,7 @@ Other Changes:
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- Backends: OSX: Submit gamepad data using io.AddKeyEvent/AddKeyAnalogEvent() functions, stopped writing to io.NavInputs[]. (#4858)
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- Backends: OSX: Added basic Platform IME support. (#3108, #2598) [@liuliu]
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||||
- Backends: OSX: Fix Game Controller nav mapping to use shoulder for both focusing and tweak speed. (#4759)
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||||
- Backends: OSX: Fix building with old Xcode versions that are missing gamepad features. [@rokups]
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||||
- Backends: Android, GLUT: Submit keys using io.AddKeyEvent(). Submit keymods using io.AddKeyModsEvent() at the same time. (#2625)
|
||||
- Backends: Android, GLUT: Submit mouse data using io.AddMousePosEvent(), AddMouseButtonEvent(), AddMouseWheelEvent() functions. (#4858)
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||||
- Backends: OpenGL3: Fixed a buffer overflow in imgui_impl_opengl3_loader.h init (added in 1.86). (#4468, #4830) [@dymk]
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|
@ -72,7 +72,7 @@ Please read 'PROGRAMMER GUIDE' in imgui.cpp for notes on how to setup Dear ImGui
|
||||
Please read the comments and instruction at the top of each file.
|
||||
Please read FAQ at http://www.dearimgui.org/faq
|
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|
||||
If you are using of the backend provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
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||||
If you are using any of the backends provided here, you can add the backends/imgui_impl_xxxx(.cpp,.h)
|
||||
files to your project and use as-in. Each imgui_impl_xxxx.cpp file comes with its own individual
|
||||
Changelog, so if you want to update them later it will be easier to catch up with what changed.
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||||
|
||||
|
@ -654,7 +654,7 @@ A reasonably skinned application may look like (screenshot from [#2529](https://
|
||||
|
||||
### Q: Why using C++ (as opposed to C)?
|
||||
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui does NOT require C++11 so it can be used with most old C++ compilers. Dear ImGui doesn't use any C++ header file. Language-wise, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
Dear ImGui takes advantage of a few C++ languages features for convenience but nothing anywhere Boost insanity/quagmire. Dear ImGui doesn't use any C++ header file. Dear ImGui uses a very small subset of C++11 features. In particular, function overloading and default parameters are used to make the API easier to use and code more terse. Doing so I believe the API is sitting on a sweet spot and giving up on those features would make the API more cumbersome. Other features such as namespace, constructors and templates (in the case of the ImVector<> class) are also relied on as a convenience.
|
||||
|
||||
There is an auto-generated [c-api for Dear ImGui (cimgui)](https://github.com/cimgui/cimgui) by Sonoro1234 and Stephan Dilly. It is designed for creating bindings to other languages. If possible, I would suggest using your target language functionalities to try replicating the function overloading and default parameters used in C++ else the API may be harder to use. Also see [Bindings](https://github.com/ocornut/imgui/wiki/Bindings) for various third-party bindings.
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||||
|
||||
|
@ -309,7 +309,7 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
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||||
|
||||
## About filenames
|
||||
|
||||
**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
|
||||
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
|
||||
|
||||
Two things to watch for:
|
||||
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
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||||
|
21
imgui.cpp
21
imgui.cpp
@ -1134,7 +1134,7 @@ ImGuiIO::ImGuiIO()
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{
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// Most fields are initialized with zero
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memset(this, 0, sizeof(*this));
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||||
IM_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT); // Our pre-C++11 IM_STATIC_ASSERT() macros triggers warning on modern compilers so we don't use it here.
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||||
IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
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||||
// Settings
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ConfigFlags = ImGuiConfigFlags_None;
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||||
@ -3555,7 +3555,7 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
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// Special handling for calling after Begin() which represent the title bar or tab.
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// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
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||||
if ((g.LastItemData.ID == window->ID || g.LastItemData.ID == window->MoveId) && window->WriteAccessed)
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||||
if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
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||||
return false;
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}
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@ -6758,6 +6758,18 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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}
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||||
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// [Test Engine] Register whole window in the item system
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#ifdef IMGUI_ENABLE_TEST_ENGINE
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if (g.TestEngineHookItems)
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{
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IM_ASSERT(window->IDStack.Size == 1);
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window->IDStack.Size = 0;
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IMGUI_TEST_ENGINE_ITEM_ADD(window->Rect(), window->ID);
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IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
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window->IDStack.Size = 1;
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}
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#endif
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|
||||
// Decide if we are going to handle borders and resize grips
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const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
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@ -7026,14 +7038,13 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
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||||
// This is useful to allow creating context menus on title bar only, etc.
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||||
if (window->DockIsActive)
|
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SetLastItemData(window->ID, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
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SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
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||||
else
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||||
SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
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||||
|
||||
#ifdef IMGUI_ENABLE_TEST_ENGINE
|
||||
// [Test Engine] Register title bar / tab
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if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
|
||||
IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.Rect, g.LastItemData.ID);
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||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
|
6
imgui.h
6
imgui.h
@ -65,7 +65,7 @@ Index of this file:
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||||
// Version
|
||||
// (Integer encoded as XYYZZ for use in #if preprocessor conditionals. Work in progress versions typically starts at XYY99 then bounce up to XYY00, XYY01 etc. when release tagging happens)
|
||||
#define IMGUI_VERSION "1.87 WIP"
|
||||
#define IMGUI_VERSION_NUM 18615
|
||||
#define IMGUI_VERSION_NUM 18616
|
||||
#define IMGUI_CHECKVERSION() ImGui::DebugCheckVersionAndDataLayout(IMGUI_VERSION, sizeof(ImGuiIO), sizeof(ImGuiStyle), sizeof(ImVec2), sizeof(ImVec4), sizeof(ImDrawVert), sizeof(ImDrawIdx))
|
||||
#define IMGUI_HAS_TABLE
|
||||
#define IMGUI_HAS_VIEWPORT // Viewport WIP branch
|
||||
@ -230,8 +230,8 @@ typedef signed short ImS16; // 16-bit signed integer
|
||||
typedef unsigned short ImU16; // 16-bit unsigned integer
|
||||
typedef signed int ImS32; // 32-bit signed integer == int
|
||||
typedef unsigned int ImU32; // 32-bit unsigned integer (often used to store packed colors)
|
||||
typedef signed long long ImS64; // 64-bit signed integer (C++11)
|
||||
typedef unsigned long long ImU64; // 64-bit unsigned integer (C++11)
|
||||
typedef signed long long ImS64; // 64-bit signed integer
|
||||
typedef unsigned long long ImU64; // 64-bit unsigned integer
|
||||
|
||||
// Character types
|
||||
// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display)
|
||||
|
@ -408,10 +408,9 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error)
|
||||
void ImDrawList::_ResetForNewFrame()
|
||||
{
|
||||
// Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory.
|
||||
// (those should be IM_STATIC_ASSERT() in theory but with our pre C++11 setup the whole check doesn't compile with GCC)
|
||||
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
|
||||
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
|
||||
IM_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, ClipRect) == 0);
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, TextureId) == sizeof(ImVec4));
|
||||
IM_STATIC_ASSERT(IM_OFFSETOF(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID));
|
||||
if (_Splitter._Count > 1)
|
||||
_Splitter.Merge(this);
|
||||
|
||||
|
@ -553,7 +553,7 @@ inline void ImBitArraySetBitRange(ImU32* arr, int n, int n2) // Works on ran
|
||||
// Helper: ImBitArray class (wrapper over ImBitArray functions)
|
||||
// Store 1-bit per value.
|
||||
template<int BITCOUNT, int OFFSET = 0>
|
||||
struct IMGUI_API ImBitArray
|
||||
struct ImBitArray
|
||||
{
|
||||
ImU32 Storage[(BITCOUNT + 31) >> 5];
|
||||
ImBitArray() { ClearAllBits(); }
|
||||
@ -634,7 +634,7 @@ struct ImSpanAllocator
|
||||
// Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object.
|
||||
typedef int ImPoolIdx;
|
||||
template<typename T>
|
||||
struct IMGUI_API ImPool
|
||||
struct ImPool
|
||||
{
|
||||
ImVector<T> Buf; // Contiguous data
|
||||
ImGuiStorage Map; // ID->Index
|
||||
@ -671,7 +671,7 @@ struct IMGUI_API ImPool
|
||||
// We store the chunk size first, and align the final size on 4 bytes boundaries.
|
||||
// The tedious/zealous amount of casting is to avoid -Wcast-align warnings.
|
||||
template<typename T>
|
||||
struct IMGUI_API ImChunkStream
|
||||
struct ImChunkStream
|
||||
{
|
||||
ImVector<char> Buf;
|
||||
|
||||
@ -3200,7 +3200,8 @@ extern const char* ImGuiTestEngine_FindItemDebugLabel(ImGuiContext* ctx, ImGuiI
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) if (g.TestEngineHookItems) ImGuiTestEngineHook_ItemInfo(&g, _ID, _LABEL, _FLAGS) // Register item label and status flags (optional)
|
||||
#define IMGUI_TEST_ENGINE_LOG(_FMT,...) if (g.TestEngineHookItems) ImGuiTestEngineHook_Log(&g, _FMT, __VA_ARGS__) // Custom log entry from user land into test log
|
||||
#else
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_ADD(_BB,_ID) ((void)0)
|
||||
#define IMGUI_TEST_ENGINE_ITEM_INFO(_ID,_LABEL,_FLAGS) ((void)g)
|
||||
#endif
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
|
@ -731,6 +731,7 @@ bool ImGui::SmallButton(const char* label)
|
||||
// Then you can keep 'str_id' empty or the same for all your buttons (instead of creating a string based on a non-string id)
|
||||
bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiButtonFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
@ -748,16 +749,17 @@ bool ImGui::InvisibleButton(const char* str_id, const ImVec2& size_arg, ImGuiBut
|
||||
bool hovered, held;
|
||||
bool pressed = ButtonBehavior(bb, id, &hovered, &held, flags);
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
|
||||
return pressed;
|
||||
}
|
||||
|
||||
bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiButtonFlags flags)
|
||||
{
|
||||
ImGuiContext& g = *GImGui;
|
||||
ImGuiWindow* window = GetCurrentWindow();
|
||||
if (window->SkipItems)
|
||||
return false;
|
||||
|
||||
ImGuiContext& g = *GImGui;
|
||||
const ImGuiID id = window->GetID(str_id);
|
||||
const ImRect bb(window->DC.CursorPos, window->DC.CursorPos + size);
|
||||
const float default_size = GetFrameHeight();
|
||||
@ -778,6 +780,7 @@ bool ImGui::ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size, ImGuiBu
|
||||
RenderFrame(bb.Min, bb.Max, bg_col, true, g.Style.FrameRounding);
|
||||
RenderArrow(window->DrawList, bb.Min + ImVec2(ImMax(0.0f, (size.x - g.FontSize) * 0.5f), ImMax(0.0f, (size.y - g.FontSize) * 0.5f)), text_col, dir);
|
||||
|
||||
IMGUI_TEST_ENGINE_ITEM_INFO(id, str_id, g.LastItemData.StatusFlags);
|
||||
return pressed;
|
||||
}
|
||||
|
||||
|
@ -1,10 +1,6 @@
|
||||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
|
||||
// Compatibility:
|
||||
// - std::string support is only guaranteed to work from C++11.
|
||||
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
|
@ -1,10 +1,6 @@
|
||||
// dear imgui: wrappers for C++ standard library (STL) types (std::string, etc.)
|
||||
// This is also an example of how you may wrap your own similar types.
|
||||
|
||||
// Compatibility:
|
||||
// - std::string support is only guaranteed to work from C++11.
|
||||
// If you try to use it pre-C++11, please share your findings (w/ info about compiler/architecture)
|
||||
|
||||
// Changelog:
|
||||
// - v0.10: Initial version. Added InputText() / InputTextMultiline() calls with std::string
|
||||
|
||||
|
@ -26,12 +26,12 @@ See https://gist.github.com/ocornut/b3a9ecf13502fd818799a452969649ad
|
||||
|
||||
### Comparaison
|
||||
|
||||
Small, thin anti-aliased fonts are typically benefiting a lots from Freetype's hinting:
|
||||
Small, thin anti-aliased fonts typically benefit a lot from FreeType's hinting:
|
||||
![comparing_font_rasterizers](https://user-images.githubusercontent.com/8225057/107550178-fef87f00-6bd0-11eb-8d09-e2edb2f0ccfc.gif)
|
||||
|
||||
### Colorful glyphs/emojis
|
||||
|
||||
You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See
|
||||
You can use the `ImGuiFreeTypeBuilderFlags_LoadColor` flag to load certain colorful glyphs. See the
|
||||
["Using Colorful Glyphs/Emojis"](https://github.com/ocornut/imgui/edit/master/docs/FONTS.md#using-colorful-glyphsemojis) section of FONTS.md.
|
||||
|
||||
![colored glyphs](https://user-images.githubusercontent.com/8225057/106171241-9dc4ba80-6191-11eb-8a69-ca1467b206d1.png)
|
||||
|
Loading…
Reference in New Issue
Block a user