mirror of
https://github.com/ocornut/imgui.git
synced 2026-04-02 21:47:38 -05:00
Merge branch 'master' into docking
# Conflicts: # backends/imgui_impl_metal.mm # backends/imgui_impl_opengl3.cpp # backends/imgui_impl_osx.mm # backends/imgui_impl_sdl3.cpp # imgui.cpp
This commit is contained in:
@@ -111,25 +111,43 @@ Other changes:
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- Tables: Fixed a small miscalculation in TableHeader() leading to an empty tooltip
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showing when a sorting column has no visible name. (#6342) [@lukaasm]
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- Tables: Fixed command merging when compiling with VS2013 (one array on stack was not
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initialized on VS2013. Unsure if due to a bug or UB/standard conformance). (#6377)
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- InputText: Avoid setting io.WantTextInputNextFrame during the deactivation frame.
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(#6341) [@lukaasm]
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- Drag, Sliders: if the format string doesn't contain any %, CTRL+Click to input text will
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use the default format specifier for the type. Allow display/input of raw value when using
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"enums" patterns (display label instead of value) + allow using when value is hidden. (#6405)
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- Nav: Record/restore preferred position on each given axis after a movement on that axis,
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then score movement on the other axis using this as a bias. This allows going up and down
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between e.g. a large header spanning horizontal space and three-ways-columns, landing
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on the same column as before.
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- Nav: Fixed navigation within tables/columns where item boundaries goes beyond columns limits,
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unclipped bounding boxes would interfere with other columns. (#2221) [@zzzyap, @ocornut]
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- Nav: Fixed CTRL+Tab into a root window with only childs with _NavFlattened flags
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erroneously initializing default nav layer to menu layer.
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- Menus: Fixed an issue when opening a menu hierarchy in a given menu-bar would allow
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opening another via simple hovering. (#3496, #4797)
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- Misc: Added ImVec2 unary minus operator. (#6368) [@Koostosh]
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- Debug Tools: Debug Log: Fixed not parsing 0xXXXXXXXX values for geo-locating on mouse
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hover hover when the identifier is at the end of the line. (#5855)
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- Debug Tools: Added 'io.ConfigDebugIgnoreFocusLoss' option to disable 'io.AddFocusEvent(false)'
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handling. May facilitate interactions with a debugger when focus loss leads to clearing
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inputs data. (#4388, #4921)
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- Backends: Clear bits sets io.BackendFlags on backend Shutdown(). (#6334, #6335] [@GereonV]
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Potentially this would facilitate switching runtime backend mid-session.
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- Backends: Win32: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw
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Win32/Winapi with OpenGL. (#3218)
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- Backends: OpenGL3: Restore front and back polygon mode separately when supported
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by context (Desktop 3.0, 3.1, or 3.2+ with compat bit). (#6333) [@GereonV]
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- Backends: OpenGL3: Support for glBindSampler() backup/restore on ES3. (#6375) [@jsm174]
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- Backends: SDL3: Fixed build on Emscripten/iOS/Android. (#6391) [@jo-codegirl]
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- Examples: Added native Win32+OpenGL3 example. We don't recommend using this setup but we
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provide it for completeness. (#3218, #5170, #6086, #2772, #2600, #2359, #2022, #1553) [@learn-more]
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- Examples: Vulkan: Use integrated GPU if nothing else is available. (#6359) [@kimidaisuki22]
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- Examples: DX9, DX10, DX11: Queue framebuffer resize instead of processing in WM_SIZE,
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as some drivers tends to only cleanup after existing the native resize modal loop. (#6374)
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- Examples: Updated all Visual Studio projects and batches to use /utf-8 argument.
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Docking+Viewports Branch:
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11
docs/FAQ.md
11
docs/FAQ.md
@@ -557,7 +557,7 @@ backslash \ within a string literal, you need to write it double backslash "\\":
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```cpp
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io.Fonts->AddFontFromFileTTF("MyFolder\MyFont.ttf", size); // WRONG (you are escaping the M here!)
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io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size; // CORRECT (Windows only)
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io.Fonts->AddFontFromFileTTF("MyFolder\\MyFont.ttf", size); // CORRECT (Windows only)
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io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
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```
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@@ -628,10 +628,11 @@ builder.BuildRanges(&ranges); // Build the final result
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
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```
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All your strings need to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
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by using the u8"hello" syntax. Specifying literal in your source code using a local code page
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(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
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Otherwise, you can convert yourself to UTF-8 or load text data from a file already saved as UTF-8.
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All your strings need to use UTF-8 encoding.
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You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
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Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
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See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
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of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
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Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
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The applications in examples/ are doing that.
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135
docs/FONTS.md
135
docs/FONTS.md
@@ -12,41 +12,118 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
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## Index
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- [Readme First](#readme-first)
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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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- [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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- [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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- [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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## Readme First
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**A vast majority of font and text related issues encountered comes from 3 things:**
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- Invalid filename due to use of `\` or unexpected working directory. See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
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- Invalid UTF-8 encoding of your non-ASCII strings. See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm yours is correct.
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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 Metrics/Debugger->Fonts to confirm loaded fonts and loaded glyph ranges.
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The third point 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.
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**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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##### [Return to Index](#index)
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## About Filenames
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**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.**
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Two things to watch for:
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(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.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
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io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
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```
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In some situations, you may also use `/` path separator under Windows.
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(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.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
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io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
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```
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##### [Return to Index](#index)
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## About UTF-8 Encoding
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**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
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(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
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This is a convenient way to confirm that your encoding is correct.
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```cpp
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ImGui::SeparatorText("CORRECT");
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ImGui::DebugTextEncoding(u8"こんにちは");
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ImGui::SeparatorText("INCORRECT");
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ImGui::DebugTextEncoding("こんにちは");
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```
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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.
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(2) To encode in UTF-8:
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There are also compiler-specific ways to enforce UTF-8 encoding by default:
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- Visual Studio compiler: `/utf-8` command-line flag.
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- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
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- 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)).
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Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
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```cpp
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ImGui::Text(u8"hello");
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ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
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ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
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```
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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 char_t*` which doesn't cast to `const char*`.
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Because of type usage of `u8""` in C++20 is a little more tedious:
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```cpp
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ImGui::Text((const char*)u8"こんにちは");
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```
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We suggest using a macro in your codebase:
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```cpp
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#define U8(_S) (const char*)u8##_S
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ImGui::Text(U8("こんにちは"));
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```
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##### [Return to Index](#index)
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## Debug Tools
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#### Metrics/Debugger->Fonts
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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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- 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.
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#### UTF-8 Encoding Viewer**
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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.
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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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- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
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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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##### [Return to Index](#index)
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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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@@ -54,7 +131,7 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
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##### [Return to Index](#index)
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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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@@ -62,7 +139,6 @@ 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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@@ -70,7 +146,6 @@ 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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**Load multiple fonts:**
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```cpp
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// Init
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@@ -86,7 +161,6 @@ 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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@@ -96,7 +170,6 @@ 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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@@ -311,28 +384,6 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
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##### [Return to Index](#index)
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## About filenames
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**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_.**
|
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|
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Two things to watch for:
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- 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 often starts from the folder where object or executable files are stored.
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```cpp
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// Relative filename depends on your Working Directory when running your program!
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
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// Load from the parent folder of your Working Directory
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io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
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```
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- 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.
|
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```cpp
|
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io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
|
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io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
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```
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In some situations, you may also use `/` path separator under Windows.
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##### [Return to Index](#index)
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## Credits/Licenses For Fonts Included In Repository
|
||||
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||||
Some fonts files are available in the `misc/fonts/` folder:
|
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Block a user