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101 lines
3.9 KiB
Plaintext
101 lines
3.9 KiB
Plaintext
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Extra fonts for ImGui.
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THOSE FONTS ARE OPTIONAL.
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ImGui embeds a copy of 'proggy_clean' that you can use without any external files.
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Export your own font with bmfont (www.angelcode.com/products/bmfont).
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bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g:
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proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt
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proggy_clean_13.png
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If you need a free font that supports chinese/japanese characters, you can use the M+ fonts.
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TTF and sources are availables at http://mplus-fonts.sourceforge.jp/mplus-outline-fonts.
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This directory include some of the M+ fonts converted by bmfont.
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//-----------------------------------------------------------------------------
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Configure bmfont:
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- Export .fnt as Binary
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- Output .png, 32-bits (or whatever is suitable for your loader/renderer)
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- Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts.
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But you can experiment with other settings if you want anti-aliased fonts.
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- Tip: use pngout.exe (http://advsys.net/ken/utils.htm) to further reduce the file size of .png files
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All files in this folder have been optimised with pngout.exe
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-----------------------------------------------------------------------------
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(A) Use font data embedded in ImGui
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// Access embedded font data
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const void* fnt_data; // pointer to FNT data
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unsigned fnt_size; // size of FNT data
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const void* png_data; // pointer to PNG data
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unsigned int png_size; // size of PNG data
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ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size);
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1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything)
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ImGuiIO& io = ImGui::GetIO();
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io.Font = new ImBitmapFont();
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io.Font->LoadFromMemory(fnt_data, fnt_size);
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2. Load the .PNG data from 'png_data' into a texture
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//-----------------------------------------------------------------------------
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(B) Use fonts from external files
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You need to set io.FontTexUvForWhite to UV coordinates pointing to a white pixel in the texture.
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You can either locate a white pixel manually or use code at runtime to find or write one.
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The OpenGL example include sample code to find a white pixel given an uncompressed 32-bits texture:
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// Automatically find white pixel from the texture we just loaded
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// (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects)
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for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++)
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if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff)
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{
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io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y));
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break;
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}
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1. Load the .FNT data, e.g.
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ImGuiIO& io = ImGui::GetIO();
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// proggy_clean_13 [default]
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io.Font = new ImBitmapFont();
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io.Font->LoadFromFile("proggy_clean_13.fnt");
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IM_ASSERT(io.Font->IsLoaded());
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io.FontTexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128);
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io.FontYOffset = +1;
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// proggy_small_12
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io.Font = new ImBitmapFont();
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io.Font->LoadFromFile("proggy_small_12.fnt");
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IM_ASSERT(io.Font->IsLoaded());
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io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
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io.FontYOffset = +2;
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// proggy_small_14
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io.Font = new ImBitmapFont();
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io.Font->LoadFromFile("proggy_small_14.fnt");
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IM_ASSERT(io.Font->IsLoaded());
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io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64);
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io.FontYOffset = +3;
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// courier_new_16
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io.Font->LoadFromFile("courier_new_16.fnt");
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io.FontTexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128);
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// courier_new_18
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io.Font->LoadFromFile("courier_new_18.fnt");
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io.FontTexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256);
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2. Load the matching .PNG data into a texture
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//-----------------------------------------------------------------------------
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