diff --git a/README.md b/README.md index 179a83f58..1c5042638 100644 --- a/README.md +++ b/README.md @@ -63,7 +63,8 @@ Credits Developed by [Omar Cornut](http://www.miracleworld.net). The library was developed with the support of [Media Molecule](http://www.mediamolecule.com) and first used internally on the game [Tearaway](http://tearaway.mediamolecule.com). -Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (also MIT license). +Embeds [proggy_clean](http://upperbounds.net) font by Tristan Grimmer (MIT license). +Embeds [M+ fonts](http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html) font by Coji Morishita (free software license). Inspiration, feedback, and testing: Casey Muratori, Atman Binstock, Mikko Mononen, Emmanuel Briney, Stefan Kamoda, Anton Mikhailov, Matt Willis. Thanks! diff --git a/extra_fonts/README.txt b/extra_fonts/README.txt index 6acb278d1..8204d4e08 100644 --- a/extra_fonts/README.txt +++ b/extra_fonts/README.txt @@ -10,12 +10,22 @@ bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt proggy_clean_13.png +If you need a free font that supports chinese/japanese characters, you can use the M+ fonts. +TTF and sources are availables at http://mplus-fonts.sourceforge.jp/mplus-outline-fonts. +This directory include some of the M+ fonts converted by bmfont. + +//----------------------------------------------------------------------------- + Configure bmfont: - Export .fnt as Binary + - Output .png, 32-bits (or whatever is suitable for your loader/renderer) - Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts. But you can experiment with other settings if you want anti-aliased fonts. + - Tip: use pngout.exe (http://advsys.net/ken/utils.htm) to further reduce the file size of .png files + All files in this folder have been optimised with pngout.exe +----------------------------------------------------------------------------- (A) Use font data embedded in ImGui @@ -34,28 +44,45 @@ Configure bmfont: 2. Load the .PNG data from 'png_data' into a texture - +//----------------------------------------------------------------------------- (B) Use fonts from external files - ImGuiIO& io = ImGui::GetIO(); + You need to set io.FontTexUvForWhite to UV coordinates pointing to a white pixel in the texture. + You can either locate a white pixel manually or use code at runtime to find or write one. + The OpenGL example include sample code to find a white pixel given an uncompressed 32-bits texture: + + // Automatically find white pixel from the texture we just loaded + // (io.FontTexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects) + for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++) + if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff) + { + io.FontTexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y)); + break; + } 1. Load the .FNT data, e.g. + + ImGuiIO& io = ImGui::GetIO(); // proggy_clean_13 [default] + io.Font = new ImBitmapFont(); io.Font->LoadFromFile("proggy_clean_13.fnt"); + IM_ASSERT(io.Font->IsLoaded()); io.FontTexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128); io.FontYOffset = +1; // proggy_small_12 io.Font = new ImBitmapFont(); io.Font->LoadFromFile("proggy_small_12.fnt"); + IM_ASSERT(io.Font->IsLoaded()); io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); io.FontYOffset = +2; // proggy_small_14 io.Font = new ImBitmapFont(); io.Font->LoadFromFile("proggy_small_14.fnt"); + IM_ASSERT(io.Font->IsLoaded()); io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); io.FontYOffset = +3; @@ -67,5 +94,7 @@ Configure bmfont: io.Font->LoadFromFile("courier_new_18.fnt"); io.FontTexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256); + 2. Load the matching .PNG data into a texture +//----------------------------------------------------------------------------- diff --git a/imgui.cpp b/imgui.cpp index 3609a4198..7dd49f340 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -1,4 +1,4 @@ -// ImGui library v1.12+ +// ImGui library v1.13 // See ImGui::ShowTestWindow() for sample code. // Read 'Programmer guide' below for notes on how to setup ImGui in your codebase. // Get latest version at https://github.com/ocornut/imgui @@ -22,7 +22,6 @@ Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes: - doesn't look fancy, doesn't animate - limited layout features, intricate layouts are typically crafted in code - - assume ASCII text, using strlen() and [] operators, etc - occasionally use statically sized buffers for string manipulations - won't crash, but some long text may be clipped END-USER GUIDE diff --git a/imgui.h b/imgui.h index e8b76b5f3..5e701ed64 100644 --- a/imgui.h +++ b/imgui.h @@ -1,4 +1,4 @@ -// ImGui library v1.12+ +// ImGui library v1.13 // See .cpp file for commentary. // See ImGui::ShowTestWindow() for sample code. // Read 'Programmer guide' in .cpp for notes on how to setup ImGui in your codebase.