Feature description
This pull request introduces full Polish language support to ImHex.
It is a new feature that allows users to switch the UI to Polish,
improving accessibility for Polish-speaking users.
Implementation description
-Translated a total of 10 JSON language files into Polish (pl_PL.json)
-All translations were done manually, with the help of tools such as
DeepL, large language models (LLMs), and technical dictionaries
-Validated the JSON files using [jsonlint.com](https://jsonlint.com/)
-Performed initial UI testing — all translated strings appear and render
correctly
Screenshots
Below is an example of the UI in Polish:


Additional things
-I'm a beginner with both ImHex and English, so I may have missed some
things
-I'm fully open to any suggestions or corrections — whether related to
translation accuracy or JSON formatting/style
-I would greatly appreciate it if the reviewer could:
-Confirm that the project still compiles correctly (it built fine on my
side using ninja)
-Check that the pl_PL.json files are properly formatted and follow the
project's standards
If there are preferred tools or workflows for validating and formatting
JSON in this repository, I’d be happy to adopt them in the future.
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Co-authored-by: paxcut <53811119+paxcut@users.noreply.github.com>
Proof of concept for implementing subpixel processing in ImGui. This is
work in progress, and it is bound to have problems.
What it does:
1) Uses freetype own subpixel processing implementation to build a
32-bit color atlas for the default font only (no icons, no unifont) . 2)
Avoids pixel perfect font conversion when possible. 3) Self contained,
no ImGui source code changes.
4) Results in much improved legibility of fonts rendered on low dpi LCD
screens that use horizontal RGB pixel layouts (no BRG or OLED or CRT if
they even exist anymore)
What it doesn't:
1) Fancy class based interface. The code is barely the minimum needed to
show it can work. 2) Dual source color blending. That needs to be
implemented in shader code, so it needs to change ImGui source code
although minimally. This will result in some characters appearing dimmer
than others. Easily fixed with small fragment and vertex shaders. 3)
subpixel positioning. If characters are very thin they will look
colored, or they can be moved to improve legibility. 4) deal with
detection of fringe cases including rare pixel layouts, non LCD screens,
Mac-OS not handling subpixel rendering and any other deviation from the
standard LCD. 5) tries to be efficient in speed or memory use. Font
Atlases will be 4 times the size they were before, but there are no
noticeable delays in font loading in the examples I have tried.
Any comments and code improvements are welcome.
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Co-authored-by: Nik <werwolv98@gmail.com>