Merge branch 'master' into context

This commit is contained in:
omar
2018-02-06 18:04:44 +01:00
15 changed files with 710 additions and 123 deletions
@@ -22,6 +22,11 @@ void DebugHUD_InitDefaults( DebugHUD *hud )
hud->cubeColor2[1] = 0.4f;
hud->cubeColor2[2] = 0.4f;
hud->cubeColor2[3] = 1.0f;
hud->clearColor[0] = 0.45f;
hud->clearColor[1] = 0.55f;
hud->clearColor[2] = 0.60f;
hud->clearColor[3] = 1.00f;
}
void DebugHUD_DoInterface(DebugHUD *hud)
@@ -33,7 +38,7 @@ void DebugHUD_DoInterface(DebugHUD *hud)
static int counter = 0;
ImGui::Text("Hello, world!"); // Display some text (you can use a format string too)
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
ImGui::ColorEdit3("clear color", hud->clearColor); // Edit 3 floats representing a color
ImGui::Checkbox("Demo Window", &hud->show_demo_window); // Edit bools storing our windows open/close state
ImGui::Checkbox("Another Window", &hud->show_another_window);
@@ -49,7 +54,7 @@ void DebugHUD_DoInterface(DebugHUD *hud)
// 2. Show another simple window. In most cases you will use an explicit Begin/End pair to name your windows.
if (hud->show_another_window)
{
ImGui::Begin("Another Window", &hud-?show_another_window);
ImGui::Begin("Another Window", &hud->show_another_window);
ImGui::Text("Hello from another window!");
ImGui::ColorEdit3("Cube 1 Color", hud->cubeColor1);
ImGui::ColorEdit3("Cube 2 Color", hud->cubeColor2);
@@ -11,6 +11,7 @@ typedef struct DebugHUD
float rotation_speed;
float cubeColor1[4];
float cubeColor2[4];
float clearColor[4];
} DebugHUD;
#if __cplusplus
@@ -22,7 +22,7 @@
#include "imgui_impl_sdl_gl2.h"
// Data
static double g_Time = 0.0f;
static Uint64 g_Time = 0;
static bool g_MousePressed[3] = { false, false, false };
static GLuint g_FontTexture = 0;
@@ -152,7 +152,8 @@ bool ImGui_ImplSdlGL2_ProcessEvent(SDL_Event* event)
case SDL_KEYDOWN:
case SDL_KEYUP:
{
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
int key = event->key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
@@ -203,8 +204,9 @@ void ImGui_ImplSdlGL2_InvalidateDeviceObjects()
bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
{
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
@@ -214,16 +216,16 @@ bool ImGui_ImplSdlGL2_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDLK_a;
io.KeyMap[ImGuiKey_C] = SDLK_c;
io.KeyMap[ImGuiKey_V] = SDLK_v;
io.KeyMap[ImGuiKey_X] = SDLK_x;
io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.RenderDrawListsFn = ImGui_ImplSdlGL2_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdlGL2_SetClipboardText;
@@ -262,10 +264,10 @@ void ImGui_ImplSdlGL2_NewFrame(SDL_Window *window)
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step
Uint32 time = SDL_GetTicks();
double current_time = time / 1000.0;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time;
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
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@@ -31,6 +31,7 @@ int main(int, char**)
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
// Setup ImGui binding
ImGui::CreateContext();
@@ -17,7 +17,7 @@
#include <GL/gl3w.h> // This example is using gl3w to access OpenGL functions (because it is small). You may use glew/glad/glLoadGen/etc. whatever already works for you.
// Data
static double g_Time = 0.0f;
static Uint64 g_Time = 0.0f;
static bool g_MousePressed[3] = { false, false, false };
static GLuint g_FontTexture = 0;
static int g_ShaderHandle = 0, g_VertHandle = 0, g_FragHandle = 0;
@@ -174,7 +174,8 @@ bool ImGui_ImplSdlGL3_ProcessEvent(SDL_Event* event)
case SDL_KEYDOWN:
case SDL_KEYUP:
{
int key = event->key.keysym.sym & ~SDLK_SCANCODE_MASK;
int key = event->key.keysym.scancode;
IM_ASSERT(key >= 0 && key < IM_ARRAYSIZE(io.KeysDown));
io.KeysDown[key] = (event->type == SDL_KEYDOWN);
io.KeyShift = ((SDL_GetModState() & KMOD_SHIFT) != 0);
io.KeyCtrl = ((SDL_GetModState() & KMOD_CTRL) != 0);
@@ -314,8 +315,9 @@ void ImGui_ImplSdlGL3_InvalidateDeviceObjects()
bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
{
// Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
ImGuiIO& io = ImGui::GetIO();
io.KeyMap[ImGuiKey_Tab] = SDLK_TAB; // Keyboard mapping. ImGui will use those indices to peek into the io.KeyDown[] array.
io.KeyMap[ImGuiKey_Tab] = SDL_SCANCODE_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = SDL_SCANCODE_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = SDL_SCANCODE_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = SDL_SCANCODE_UP;
@@ -325,16 +327,16 @@ bool ImGui_ImplSdlGL3_Init(SDL_Window* window)
io.KeyMap[ImGuiKey_Home] = SDL_SCANCODE_HOME;
io.KeyMap[ImGuiKey_End] = SDL_SCANCODE_END;
io.KeyMap[ImGuiKey_Insert] = SDL_SCANCODE_INSERT;
io.KeyMap[ImGuiKey_Delete] = SDLK_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDLK_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDLK_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDLK_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDLK_a;
io.KeyMap[ImGuiKey_C] = SDLK_c;
io.KeyMap[ImGuiKey_V] = SDLK_v;
io.KeyMap[ImGuiKey_X] = SDLK_x;
io.KeyMap[ImGuiKey_Y] = SDLK_y;
io.KeyMap[ImGuiKey_Z] = SDLK_z;
io.KeyMap[ImGuiKey_Delete] = SDL_SCANCODE_DELETE;
io.KeyMap[ImGuiKey_Backspace] = SDL_SCANCODE_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = SDL_SCANCODE_RETURN;
io.KeyMap[ImGuiKey_Escape] = SDL_SCANCODE_ESCAPE;
io.KeyMap[ImGuiKey_A] = SDL_SCANCODE_A;
io.KeyMap[ImGuiKey_C] = SDL_SCANCODE_C;
io.KeyMap[ImGuiKey_V] = SDL_SCANCODE_V;
io.KeyMap[ImGuiKey_X] = SDL_SCANCODE_X;
io.KeyMap[ImGuiKey_Y] = SDL_SCANCODE_Y;
io.KeyMap[ImGuiKey_Z] = SDL_SCANCODE_Z;
io.RenderDrawListsFn = ImGui_ImplSdlGL3_RenderDrawLists; // Alternatively you can set this to NULL and call ImGui::GetDrawData() after ImGui::Render() to get the same ImDrawData pointer.
io.SetClipboardTextFn = ImGui_ImplSdlGL3_SetClipboardText;
@@ -373,10 +375,10 @@ void ImGui_ImplSdlGL3_NewFrame(SDL_Window* window)
io.DisplaySize = ImVec2((float)w, (float)h);
io.DisplayFramebufferScale = ImVec2(w > 0 ? ((float)display_w / w) : 0, h > 0 ? ((float)display_h / h) : 0);
// Setup time step
Uint32 time = SDL_GetTicks();
double current_time = time / 1000.0;
io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f);
// Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution)
static Uint64 frequency = SDL_GetPerformanceFrequency();
Uint64 current_time = SDL_GetPerformanceCounter();
io.DeltaTime = g_Time > 0 ? (float)((double)(current_time - g_Time) / frequency) : (float)(1.0f / 60.0f);
g_Time = current_time;
// Setup mouse inputs (we already got mouse wheel, keyboard keys & characters from our event handler)
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@@ -30,6 +30,7 @@ int main(int, char**)
SDL_GetCurrentDisplayMode(0, &current);
SDL_Window *window = SDL_CreateWindow("ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
SDL_GLContext glcontext = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1); // Enable vsync
gl3wInit();
// Setup ImGui binding
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@@ -113,6 +113,7 @@ struct ImVec2
float x, y;
ImVec2() { x = y = 0.0f; }
ImVec2(float _x, float _y) { x = _x; y = _y; }
float operator[] (size_t idx) const { IM_ASSERT(idx == 0 || idx == 1); return *(&x + idx); } // We very rarely use this [] operator, thus an assert is fine.
#ifdef IM_VEC2_CLASS_EXTRA // Define constructor and implicit cast operators in imconfig.h to convert back<>forth from your math types and ImVec2.
IM_VEC2_CLASS_EXTRA
#endif
@@ -870,6 +871,7 @@ struct ImGuiStyle
ImVec2 ButtonTextAlign; // Alignment of button text when button is larger than text. Defaults to (0.5f,0.5f) for horizontally+vertically centered.
ImVec2 DisplayWindowPadding; // Window positions are clamped to be visible within the display area by at least this amount. Only covers regular windows.
ImVec2 DisplaySafeAreaPadding; // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
float MouseCursorScale; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
bool AntiAliasedLines; // Enable anti-aliasing on lines/borders. Disable if you are really tight on CPU/GPU.
bool AntiAliasedFill; // Enable anti-aliasing on filled shapes (rounded rectangles, circles, etc.)
float CurveTessellationTol; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
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@@ -1051,9 +1051,10 @@ void ImGui::ShowDemoWindow(bool* p_open)
if (ImGui::TreeNode("Child regions"))
{
static bool disable_mouse_wheel = false;
static bool disable_menu = false;
ImGui::Checkbox("Disable Mouse Wheel", &disable_mouse_wheel);
ImGui::Checkbox("Disable Menu", &disable_menu);
ImGui::Text("Without border");
static int line = 50;
bool goto_line = ImGui::Button("Goto");
ImGui::SameLine();
@@ -1080,8 +1081,16 @@ void ImGui::ShowDemoWindow(bool* p_open)
// Child 2: rounded border
{
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild("Child2", ImVec2(0,300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0));
ImGui::Text("With border");
ImGui::BeginChild("Child2", ImVec2(0,300), true, (disable_mouse_wheel ? ImGuiWindowFlags_NoScrollWithMouse : 0) | (disable_menu ? 0 : ImGuiWindowFlags_MenuBar));
if (!disable_menu && ImGui::BeginMenuBar())
{
if (ImGui::BeginMenu("Menu"))
{
ShowExampleMenuFile();
ImGui::EndMenu();
}
ImGui::EndMenuBar();
}
ImGui::Columns(2);
for (int i = 0; i < 100; i++)
{
+22 -9
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@@ -45,6 +45,7 @@ struct ImGuiWindowSettings;
typedef int ImGuiLayoutType; // enum: horizontal or vertical // enum ImGuiLayoutType_
typedef int ImGuiButtonFlags; // flags: for ButtonEx(), ButtonBehavior() // enum ImGuiButtonFlags_
typedef int ImGuiItemFlags; // flags: for PushItemFlag() // enum ImGuiItemFlags_
typedef int ImGuiItemStatusFlags; // flags: storage for DC.LastItemXXX // enum ImGuiItemStatusFlags_
typedef int ImGuiSeparatorFlags; // flags: for Separator() - internal // enum ImGuiSeparatorFlags_
typedef int ImGuiSliderFlags; // flags: for SliderBehavior() // enum ImGuiSliderFlags_
@@ -216,6 +217,13 @@ enum ImGuiSeparatorFlags_
ImGuiSeparatorFlags_Vertical = 1 << 1
};
// Storage for LastItem data
enum ImGuiItemStatusFlags_
{
ImGuiItemStatusFlags_HoveredRect = 1 << 0,
ImGuiItemStatusFlags_HasDisplayRect = 1 << 1
};
// FIXME: this is in development, not exposed/functional as a generic feature yet.
enum ImGuiLayoutType_
{
@@ -285,6 +293,7 @@ struct IMGUI_API ImRect
void ClipWithFull(const ImRect& r) { Min = ImClamp(Min, r.Min, r.Max); Max = ImClamp(Max, r.Min, r.Max); } // Full version, ensure both points are fully clipped.
void Floor() { Min.x = (float)(int)Min.x; Min.y = (float)(int)Min.y; Max.x = (float)(int)Max.x; Max.y = (float)(int)Max.y; }
void FixInverted() { if (Min.x > Max.x) ImSwap(Min.x, Max.x); if (Min.y > Max.y) ImSwap(Min.y, Max.y); }
bool IsInverted() const { return Min.x > Max.x || Min.y > Max.y; }
bool IsFinite() const { return Min.x != FLT_MAX; }
};
@@ -675,6 +684,7 @@ struct ImGuiContext
};
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
// This is going to be exposed in imgui.h when stabilized enough.
enum ImGuiItemFlags_
{
ImGuiItemFlags_AllowKeyboardFocus = 1 << 0, // true
@@ -701,8 +711,9 @@ struct IMGUI_API ImGuiDrawContext
float LogLinePosY;
int TreeDepth;
ImGuiID LastItemId;
ImRect LastItemRect;
bool LastItemRectHoveredRect;
ImGuiItemStatusFlags LastItemStatusFlags;
ImRect LastItemRect; // Interaction rect
ImRect LastItemDisplayRect; // End-user display rect (only valid if LastItemStatusFlags & ImGuiItemStatusFlags_HasDisplayRect)
bool MenuBarAppending;
float MenuBarOffsetX;
ImVector<ImGuiWindow*> ChildWindows;
@@ -732,8 +743,8 @@ struct IMGUI_API ImGuiDrawContext
LogLinePosY = -1.0f;
TreeDepth = 0;
LastItemId = 0;
LastItemRect = ImRect();
LastItemRectHoveredRect = false;
LastItemStatusFlags = 0;
LastItemRect = LastItemDisplayRect = ImRect();
MenuBarAppending = false;
MenuBarOffsetX = 0.0f;
StateStorage = NULL;
@@ -840,13 +851,14 @@ public:
// Backup and restore just enough data to be able to use IsItemHovered() on item A after another B in the same window has overwritten the data.
struct ImGuiItemHoveredDataBackup
{
ImGuiID LastItemId;
ImRect LastItemRect;
bool LastItemRectHoveredRect;
ImGuiID LastItemId;
ImGuiItemStatusFlags LastItemStatusFlags;
ImRect LastItemRect;
ImRect LastItemDisplayRect;
ImGuiItemHoveredDataBackup() { Backup(); }
void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemRect = window->DC.LastItemRect; LastItemRectHoveredRect = window->DC.LastItemRectHoveredRect; }
void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemRect = LastItemRect; window->DC.LastItemRectHoveredRect = LastItemRectHoveredRect; }
void Backup() { ImGuiWindow* window = GImGui->CurrentWindow; LastItemId = window->DC.LastItemId; LastItemStatusFlags = window->DC.LastItemStatusFlags; LastItemRect = window->DC.LastItemRect; LastItemDisplayRect = window->DC.LastItemDisplayRect; }
void Restore() const { ImGuiWindow* window = GImGui->CurrentWindow; window->DC.LastItemId = LastItemId; window->DC.LastItemStatusFlags = LastItemStatusFlags; window->DC.LastItemRect = LastItemRect; window->DC.LastItemDisplayRect = LastItemDisplayRect; }
};
//-----------------------------------------------------------------------------
@@ -898,6 +910,7 @@ namespace ImGui
IMGUI_API void OpenPopupEx(ImGuiID id);
IMGUI_API void ClosePopup(ImGuiID id);
IMGUI_API void ClosePopupsOverWindow(ImGuiWindow* ref_window);
IMGUI_API bool IsPopupOpen(ImGuiID id);
IMGUI_API bool BeginPopupEx(ImGuiID id, ImGuiWindowFlags extra_flags);
IMGUI_API void BeginTooltipEx(ImGuiWindowFlags extra_flags, bool override_previous_tooltip = true);
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@@ -120,9 +120,7 @@ In this document:
Dear Imgui uses stb_truetype.h to rasterize fonts (with optional oversampling).
This technique and implementation are not ideal for fonts rendered at _small sizes_, which may appear a little blurry.
There is an implementation of the ImFontAtlas builder using FreeType that you can use:
https://github.com/ocornut/imgui_club
There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
FreeType supports auto-hinting which tends to improve the readability of small fonts.
Note that this code currently creates textures that are unoptimally too large (could be fixed with some work)
+132
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@@ -0,0 +1,132 @@
# imgui_freetype
This is an attempt to replace stb_truetype (the default imgui's font rasterizer) with FreeType.
Currently not optimal and probably has some limitations or bugs.
By [Vuhdo](https://github.com/Vuhdo) (Aleksei Skriabin). Improvements by @mikesart. Maintained by @ocornut.
**Usage**
1. Get latest FreeType binaries or build yourself.
2. Add imgui_freetype.h/cpp alongside your imgui sources.
3. Include imgui_freetype.h after imgui.h.
4. Call ImGuiFreeType::BuildFontAtlas() *BEFORE* calling ImFontAtlas::GetTexDataAsRGBA32() or ImFontAtlas::Build() (so normal Build() won't be called):
```cpp
// See ImGuiFreeType::RasterizationFlags
unsigned int flags = ImGuiFreeType::DisableHinting;
ImGuiFreeType::BuildFontAtlas(io.Fonts, flags);
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
```
**Gamma Correct Blending**
FreeType assumes blending in linear space rather than gamma space.
See FreeType note for [FT_Render_Glyph](https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_Render_Glyph).
For correct results you need to be using sRGB and convert to linear space in the pixel shader output.
The default imgui styles will be impacted by this change (alpha values will need tweaking).
**Test code Usage**
```cpp
#include "misc/freetype/imgui_freetype.h"
#include "misc/freetype/imgui_freetype.cpp"
// Load various small fonts
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 13.0f);
io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 13.0f);
io.Fonts->AddFontDefault();
FreeTypeTest freetype_test;
// Main Loop
while (true)
{
if (freetype_test.UpdateRebuild())
{
// REUPLOAD FONT TEXTURE TO GPU
// e.g ImGui_ImplGlfwGL3_InvalidateDeviceObjects() + ImGui_ImplGlfwGL3_CreateDeviceObjects()
}
ImGui::NewFrame();
freetype_test.ShowFreetypeOptionsWindow();
...
}
}
```
**Test code**
```cpp
#include "misc/freetype/imgui_freetype.h"
#include "misc/freetype/imgui_freetype.cpp"
struct FreeTypeTest
{
enum FontBuildMode
{
FontBuildMode_FreeType,
FontBuildMode_Stb,
};
FontBuildMode BuildMode;
bool WantRebuild;
float FontsMultiply;
unsigned int FontsFlags;
FreeTypeTest()
{
BuildMode = FontBuildMode_FreeType;
WantRebuild = true;
FontsMultiply = 1.0f;
FontsFlags = 0;
}
// Call _BEFORE_ NewFrame()
bool UpdateRebuild()
{
if (!WantRebuild)
return false;
ImGuiIO& io = ImGui::GetIO();
for (int n = 0; n < io.Fonts->Fonts.Size; n++)
{
io.Fonts->Fonts[n]->ConfigData->RasterizerMultiply = FontsMultiply;
io.Fonts->Fonts[n]->ConfigData->RasterizerFlags = (BuildMode == FontBuildMode_FreeType) ? FontsFlags : 0x00;
}
if (BuildMode == FontBuildMode_FreeType)
ImGuiFreeType::BuildFontAtlas(io.Fonts, FontsFlags);
else if (BuildMode == FontBuildMode_Stb)
io.Fonts->Build();
WantRebuild = false;
return true;
}
// Call to draw interface
void ShowFreetypeOptionsWindow()
{
ImGui::Begin("FreeType Options");
ImGui::ShowFontSelector("Fonts");
WantRebuild |= ImGui::RadioButton("FreeType", (int*)&BuildMode, FontBuildMode_FreeType);
ImGui::SameLine();
WantRebuild |= ImGui::RadioButton("Stb (Default)", (int*)&BuildMode, FontBuildMode_Stb);
WantRebuild |= ImGui::DragFloat("Multiply", &FontsMultiply, 0.001f, 0.0f, 2.0f);
if (BuildMode == FontBuildMode_FreeType)
{
WantRebuild |= ImGui::CheckboxFlags("NoHinting", &FontsFlags, ImGuiFreeType::NoHinting);
WantRebuild |= ImGui::CheckboxFlags("NoAutoHint", &FontsFlags, ImGuiFreeType::NoAutoHint);
WantRebuild |= ImGui::CheckboxFlags("ForceAutoHint", &FontsFlags, ImGuiFreeType::ForceAutoHint);
WantRebuild |= ImGui::CheckboxFlags("LightHinting", &FontsFlags, ImGuiFreeType::LightHinting);
WantRebuild |= ImGui::CheckboxFlags("MonoHinting", &FontsFlags, ImGuiFreeType::MonoHinting);
WantRebuild |= ImGui::CheckboxFlags("Bold", &FontsFlags, ImGuiFreeType::Bold);
WantRebuild |= ImGui::CheckboxFlags("Oblique", &FontsFlags, ImGuiFreeType::Oblique);
}
ImGui::End();
}
};
```
**Known issues**
- Output texture has excessive resolution (lots of vertical waste)
- FreeType's memory allocator is not overridden.
**Obligatory comparison screenshots**
Using Windows built-in segoeui.ttf font. Open in new browser tabs, view at 1080p+.
![freetype rasterizer](https://raw.githubusercontent.com/wiki/ocornut/imgui_club/images/freetype_20170817.png)
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@@ -0,0 +1,31 @@
// Wrapper to use Freetype (instead of stb_truetype) for Dear ImGui
// Get latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype
// Original code by @Vuhdo (Aleksei Skriabin), maintained by @ocornut
#pragma once
#include "imgui.h" // IMGUI_API, ImFontAtlas
namespace ImGuiFreeType
{
// Hinting greatly impacts visuals (and glyph sizes).
// When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output.
// The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
// The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
// You can set those flags on a per font basis in ImFontConfig::RasterizerFlags.
// Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts.
enum RasterizerFlags
{
// By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
NoAutoHint = 1 << 1, // Disable auto-hinter.
ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter.
LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text.
MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output.
Bold = 1 << 5, // Styling: Should we artificially embolden the font?
Oblique = 1 << 6 // Styling: Should we slant the font, emulating italic style?
};
IMGUI_API bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int extra_flags = 0);
}
+1 -2
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@@ -33,8 +33,7 @@
</Type>
<Type Name="ImGuiWindow">
<DisplayString Condition="Active||WasActive">{{Name={Name,s}}}</DisplayString>
<DisplayString Condition="!(Active||WasActive)">{{Name={Name,s}} Inactive}</DisplayString>
<DisplayString>{{Name={Name,s} Active {(Active||WasActive)?1:0,d} Child {(Flags &amp; 0x01000000)?1:0,d} Popup {(Flags &amp; 0x04000000)?1:0,d}}</DisplayString>
</Type>
</AutoVisualizer>