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Added IO.FontFallbackGlyph (default to '?') + UTF-8 test in demo window
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22fe7f23b1
commit
f898e658bb
61
imgui.cpp
61
imgui.cpp
@ -320,6 +320,7 @@ ImGuiIO::ImGuiIO()
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FontTexUvForWhite = ImVec2(0.0f,0.0f);
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FontBaseScale = 1.0f;
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FontAllowUserScaling = false;
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FontFallbackGlyph = (ImWchar)'?';
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PixelCenterOffset = 0.0f;
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MousePos = ImVec2(-1,-1);
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MousePosPrev = ImVec2(-1,-1);
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@ -5577,6 +5578,7 @@ ImVec2 ImBitmapFont::CalcTextSizeA(float size, float max_width, const char* text
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const float scale = size / (float)Info->FontSize;
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const float line_height = (float)Info->FontSize * scale;
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const FntGlyph* fallback_glyph = FindGlyph(GImGui.IO.FontFallbackGlyph);
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ImVec2 text_size = ImVec2(0,0);
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float line_width = 0.0f;
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@ -5595,7 +5597,18 @@ ImVec2 ImBitmapFont::CalcTextSizeA(float size, float max_width, const char* text
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text_size.y += line_height;
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line_width = 0;
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}
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else if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
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else if (c == '\t')
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{
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// FIXME: Better TAB handling needed.
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if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
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line_width += (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
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}
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else
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{
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const FntGlyph* glyph = FindGlyph((unsigned short)c);
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if (!glyph)
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glyph = fallback_glyph;
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if (glyph)
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{
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const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
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//const float char_extend = (glyph->XOffset + glyph->Width * scale);
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@ -5603,11 +5616,6 @@ ImVec2 ImBitmapFont::CalcTextSizeA(float size, float max_width, const char* text
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break;
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line_width += char_width;
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}
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else if (c == '\t')
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{
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// FIXME: Better TAB handling needed.
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if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
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line_width += (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
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}
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}
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@ -5633,6 +5641,7 @@ ImVec2 ImBitmapFont::CalcTextSizeW(float size, float max_width, const ImWchar* t
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const float scale = size / (float)Info->FontSize;
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const float line_height = (float)Info->FontSize * scale;
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const FntGlyph* fallback_glyph = FindGlyph(GImGui.IO.FontFallbackGlyph);
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ImVec2 text_size = ImVec2(0,0);
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float line_width = 0.0f;
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@ -5649,7 +5658,18 @@ ImVec2 ImBitmapFont::CalcTextSizeW(float size, float max_width, const ImWchar* t
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text_size.y += line_height;
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line_width = 0;
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}
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else if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
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else if (c == '\t')
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{
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// FIXME: Better TAB handling needed.
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if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
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line_width += (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
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}
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else
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{
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const FntGlyph* glyph = FindGlyph((unsigned short)c);
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if (!glyph)
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glyph = fallback_glyph;
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if (glyph)
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{
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const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
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//const float char_extend = (glyph->XOffset + glyph->Width * scale);
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@ -5657,11 +5677,6 @@ ImVec2 ImBitmapFont::CalcTextSizeW(float size, float max_width, const ImWchar* t
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break;
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line_width += char_width;
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}
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else if (c == '\t')
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{
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// FIXME: Better TAB handling needed.
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if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
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line_width += (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
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}
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}
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@ -5688,6 +5703,7 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
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const float tex_scale_x = 1.0f / (float)Common->ScaleW;
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const float tex_scale_y = 1.0f / (float)(Common->ScaleH);
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const float outline = (float)Info->Outline;
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const FntGlyph* fallback_glyph = FindGlyph(GImGui.IO.FontFallbackGlyph);
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// Align to be pixel perfect
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pos.x = (float)(int)pos.x;
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@ -5712,7 +5728,10 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
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continue;
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}
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if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
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const FntGlyph* glyph = FindGlyph((unsigned short)c);
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if (!glyph)
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glyph = fallback_glyph;
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if (glyph)
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{
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const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
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//const float char_extend = (glyph->XOffset + glyph->Width * scale);
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@ -6038,6 +6057,22 @@ void ShowTestWindow(bool* open)
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ImGui::TreePop();
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}
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if (ImGui::TreeNode("UTF-8 Text"))
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{
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// UTF-8 test (need a suitable font, try extra_fonts/mplus* files for example)
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// Most compiler appears to support UTF-8 in source code (with Visual Studio you need to save your file as 'UTF-8 without signature')
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// However for the sake for maximum portability here we are *not* including raw UTF-8 character in this source file, instead we encode the string with with hexadecimal constants.
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// In your own application please be reasonable and use UTF-8 in the source or get the data from external files. :)
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//const char* utf8_string = "\xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93\x20\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; // Japanese text for "Kakikukeo" (Hiragana) followed by "Nihongo" (kanji)
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ImGui::Text("(CJK text will only appears if the font supports it. Please check in\nthe extra_fonts/ folder if you intend to use non-ASCII characters.\nNote that characters values are preserved even if the font cannot be\ndisplayed, so you can safely copy & paste garbled characters.)");
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ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
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ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
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static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
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ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
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ImGui::TreePop();
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}
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static int e = 0;
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ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
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ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();
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1
imgui.h
1
imgui.h
@ -419,6 +419,7 @@ struct ImGuiIO
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ImVec2 FontTexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
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float FontBaseScale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
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bool FontAllowUserScaling; // = false // Set to allow scaling text with CTRL+Wheel.
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ImWchar FontFallbackGlyph; // = '?' // Replacement glyph is one isn't found.
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float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry
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//------------------------------------------------------------------
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