Merge commit 'ae51a422787bc3b720ff1748c0219c8f33363427'
This commit is contained in:
245
deps/imgui/docs/FONTS.md
vendored
245
deps/imgui/docs/FONTS.md
vendored
@ -8,49 +8,71 @@ a 13 pixels high, pixel-perfect font used by default. We embed it in the source
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You may also load external .TTF/.OTF files.
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In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
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**Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
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**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
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## Index
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- [Readme First](#readme-first)
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- [Troubleshooting](#troubleshooting)
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- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
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- [Fonts Loading Instructions](#font-loading-instructions)
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- [Fonts Loading Instructions](#fonts-loading-instructions)
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- [Loading Font Data from Memory](#loading-font-data-from-memory)
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- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
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- [Using Icon Fonts](#using-icon-fonts)
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- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
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- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
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- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
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- [Using Custom Colorful Icons](#using-custom-colorful-icons)
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- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
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- [About filenames](#about-filenames)
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- [About Filenames](#about-filenames)
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- [About UTF-8 Encoding](#about-utf-8-encoding)
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- [Debug Tools](#debug-tools)
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- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
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- [Font Links](#font-links)
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---------------------------------------
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## Readme First
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- You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
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## Troubleshooting
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**A vast majority of font and text related issues encountered comes from 4 things:**
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- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
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### (1) Invalid filename due to use of `\` or unexpected working directory.
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- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
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See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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```cpp
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u8"hello"
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u8"こんにちは" // this will be encoded as UTF-8
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```
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### (2) Invalid UTF-8 encoding of your non-ASCII strings.
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See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct.
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### (3) Missing glyph ranges.
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You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
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This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load.
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All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
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### (4) Font atlas texture fails to upload to GPU.
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This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty black or white rectangle.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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Some solutions:
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- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality loss.
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Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
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- Reduce glyphs ranges by calculating them from source localization data.
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You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
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- Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
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- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
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##### [Return to Index](#index)
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---------------------------------------
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## How should I handle DPI in my application?
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See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
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##### [Return to Index](#index)
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---------------------------------------
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## Font Loading Instructions
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## Fonts Loading Instructions
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**Load default font:**
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```cpp
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@ -58,14 +80,12 @@ ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontDefault();
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```
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**Load .TTF/.OTF file with:**
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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```
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If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
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If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully.
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**Load multiple fonts:**
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```cpp
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@ -74,15 +94,15 @@ ImGuiIO& io = ImGui::GetIO();
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ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
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```
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In your application loop, select which font to use:
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```cpp
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// In application loop: select font at runtime
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ImGui::Text("Hello"); // use the default font (which is the first loaded font)
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ImGui::PushFont(font2);
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ImGui::Text("Hello with another font");
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ImGui::PopFont();
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```
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**For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):**
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```cpp
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ImFontConfig config;
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@ -92,7 +112,6 @@ config.GlyphExtraSpacing.x = 1.0f;
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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```
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**Combine multiple fonts into one:**
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```cpp
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// Load a first font
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@ -113,22 +132,21 @@ io.Fonts->Build();
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```cpp
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// Basic Latin, Extended Latin
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault());
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// Default + Selection of 2500 Ideographs used by Simplified Chinese
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
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```
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See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
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**Example loading and using a Japanese font:**
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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```
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```cpp
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ImGui::Text(u8"こんにちは!テスト %d", 123);
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@ -143,24 +161,50 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
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**Font Atlas too large?**
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##### [Return to Index](#index)
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- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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- Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
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---------------------------------------
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Some solutions:
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## Loading Font Data from Memory
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1. Reduce glyphs ranges by calculating them from source localization data.
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You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
|
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2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
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Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
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3. Set `io.Fonts.TexDesiredWidth` to specify a texture width to minimize texture height (see comment in `ImFontAtlas::Build()` function).
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4. Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two.
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5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
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6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`.
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```cpp
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ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
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```
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IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
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This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
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If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
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```cpp
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ImFontConfig font_cfg;
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font_cfg.FontDataOwnedByAtlas = false;
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ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
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```
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##### [Return to Index](#index)
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---------------------------------------
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## Loading Font Data Embedded In Source Code
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- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
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- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
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- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
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- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
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Then load the font with:
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```cpp
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ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
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```
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or
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```cpp
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ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
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```
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##### [Return to Index](#index)
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---------------------------------------
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## Using Icon Fonts
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Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application.
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@ -193,11 +237,19 @@ ImGui::Button(ICON_FA_SEARCH " Search");
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```
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See Links below for other icons fonts and related tools.
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**Monospace Icons?**
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To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font.
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**Screenshot**
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Here's an application using icons ("Avoyd", https://www.avoyd.com):
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##### [Return to Index](#index)
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---------------------------------------
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## Using FreeType Rasterizer (imgui_freetype)
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- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
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@ -208,9 +260,11 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
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##### [Return to Index](#index)
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---------------------------------------
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## Using Colorful Glyphs/Emojis
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- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
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- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
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- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
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- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
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- Not all types of color fonts are supported by FreeType at the moment.
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@ -230,6 +284,8 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra
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##### [Return to Index](#index)
|
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|
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---------------------------------------
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|
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## Using Custom Glyph Ranges
|
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|
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You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
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@ -241,12 +297,14 @@ builder.AddChar(0x7262); // Add a specific charact
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builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
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builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, ranges.Data);
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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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##### [Return to Index](#index)
|
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|
||||
---------------------------------------
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||||
## Using Custom Colorful Icons
|
||||
|
||||
As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
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@ -267,14 +325,14 @@ rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
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||||
io.Fonts->Build();
|
||||
|
||||
// Retrieve texture in RGBA format
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unsigned char* tex_pixels = NULL;
|
||||
unsigned char* tex_pixels = nullptr;
|
||||
int tex_width, tex_height;
|
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io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
|
||||
|
||||
for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
{
|
||||
int rect_id = rects_ids[rect_n];
|
||||
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
int rect_id = rect_ids[rect_n];
|
||||
if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
|
||||
{
|
||||
// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
|
||||
for (int y = 0; y < rect->Height; y++)
|
||||
@ -289,46 +347,89 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## Using Font Data Embedded In Source Code
|
||||
---------------------------------------
|
||||
|
||||
- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) to create a compressed C style array that you can embed in source code.
|
||||
- See the documentation in [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
|
||||
- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
|
||||
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
|
||||
## About Filenames
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## About filenames
|
||||
|
||||
**Please note that many new C/C++ users have issues loading 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_ due to incorrect assumption of what is the current directory.**
|
||||
|
||||
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.
|
||||
```cpp
|
||||
// Relative filename depends on your Working Directory when running your program!
|
||||
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
|
||||
|
||||
// Load from the parent folder of your Working Directory
|
||||
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
|
||||
```
|
||||
- In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
|
||||
(1) In C/C++ and most programming languages if you want to use a backslash `\` within a string literal, you need to write it double backslash `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
|
||||
```
|
||||
In some situations, you may also use `/` path separator under Windows.
|
||||
|
||||
(2) Make sure your IDE/debugger settings starts your executable from the right working (current) 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 often starts from the folder where object or executable files are stored.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
|
||||
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## About UTF-8 Encoding
|
||||
|
||||
**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
|
||||
|
||||
(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
|
||||
This is a convenient way to confirm that your encoding is correct.
|
||||
|
||||
```cpp
|
||||
ImGui::SeparatorText("CORRECT");
|
||||
ImGui::DebugTextEncoding(u8"こんにちは");
|
||||
|
||||
ImGui::SeparatorText("INCORRECT");
|
||||
ImGui::DebugTextEncoding("こんにちは");
|
||||
```
|
||||

|
||||
|
||||
You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
|
||||
|
||||
(2) To encode in UTF-8:
|
||||
|
||||
There are also compiler-specific ways to enforce UTF-8 encoding by default:
|
||||
|
||||
- Visual Studio compiler: `/utf-8` command-line flag.
|
||||
- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
|
||||
- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
|
||||
|
||||
Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
|
||||
```cpp
|
||||
ImGui::Text(u8"hello");
|
||||
ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
|
||||
ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
|
||||
```
|
||||
|
||||
Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
|
||||
Because of type usage of `u8""` in C++20 is a little more tedious:
|
||||
```cpp
|
||||
ImGui::Text((const char*)u8"こんにちは");
|
||||
```
|
||||
However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Debug Tools
|
||||
|
||||
#### Metrics/Debugger->Fonts
|
||||
You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
|
||||
|
||||

|
||||
|
||||
#### UTF-8 Encoding Viewer**
|
||||
You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
|
||||
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Credits/Licenses For Fonts Included In Repository
|
||||
|
||||
Some fonts files are available in the `misc/fonts/` folder:
|
||||
@ -381,7 +482,7 @@ Some fonts files are available in the `misc/fonts/` folder:
|
||||
#### MONOSPACE FONTS
|
||||
|
||||
Pixel Perfect:
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
|
||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
|
||||
|
||||
Regular:
|
||||
|
Reference in New Issue
Block a user