diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index a56140e24..95dd58f0f 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,6 +39,7 @@ Breaking Changes: The addition of new configuration options in the Docking branch is pushing for a little reorganization of those names. - Made it illegal to call Begin("") with an empty string. This somehow accidentally worked before but had various undesirable side-effect as the window would have ID zero. In particular it is causing problems in viewport/docking branches. +- Renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). Other Changes: - Added BETA api for Tab Bar/Tabs widgets: (#261, #351) @@ -734,6 +735,7 @@ Breaking Changes: - Removed `IsItemRectHovered()`, `IsWindowRectHovered()` recently introduced in 1.51 which were merely the more consistent/correct names for the above functions which are now obsolete anyway. (#1382) - Changed `IsWindowHovered()` default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it. (#1382) - Renamed imconfig.h's `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS` to `IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS`/`IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS` for consistency. +- Renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). Other Changes: diff --git a/imgui.cpp b/imgui.cpp index f426d75df..a1c641936 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -363,7 +363,8 @@ CODE When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. You can read releases logs https://github.com/ocornut/imgui/releases for more details. - - 2019/01/04 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead! + - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Keep redirection typedef (will obsolete). - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags. - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files. - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete). @@ -431,6 +432,7 @@ CODE removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting. - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead! - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete). + - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Keep redirection typedef (will obsolete). - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete). - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your binding if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)". - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)! @@ -822,7 +824,7 @@ CODE // Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need) ImVector ranges; - ImFontAtlas::GlyphRangesBuilder builder; + ImFontGlyphRangesBuilder builder; builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) builder.AddChar(0x7262); // Add a specific character builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges diff --git a/imgui.h b/imgui.h index e7d50777d..2a26e27d5 100644 --- a/imgui.h +++ b/imgui.h @@ -86,15 +86,17 @@ Index of this file: // Forward declarations and basic types //----------------------------------------------------------------------------- -struct ImDrawChannel; // Temporary storage for outputting drawing commands out of order, used by ImDrawList::ChannelsSplit() -struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call) -struct ImDrawData; // All draw command lists required to render the frame +struct ImDrawChannel; // Temporary storage for ImDrawList ot output draw commands out of order, used by ImDrawList::ChannelsSplit() +struct ImDrawCmd; // A single draw command within a parent ImDrawList (generally maps to 1 GPU draw call, unless it is a callback) +struct ImDrawData; // All draw command lists required to render the frame + pos/size coordinates to use for the projection matrix. struct ImDrawList; // A single draw command list (generally one per window, conceptually you may see this as a dynamic "mesh" builder) struct ImDrawListSharedData; // Data shared among multiple draw lists (typically owned by parent ImGui context, but you may create one yourself) -struct ImDrawVert; // A single vertex (20 bytes by default, override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) +struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader struct ImFontConfig; // Configuration data when adding a font or merging fonts +struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) +struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) #ifndef ImTextureID typedef void* ImTextureID; // User data to identify a texture (this is whatever to you want it to be! read the FAQ about ImTextureID in imgui.cpp) @@ -108,8 +110,8 @@ struct ImGuiPayload; // User data payload for drag and drop opera struct ImGuiSizeCallbackData; // Callback data when using SetNextWindowSizeConstraints() (rare/advanced use) struct ImGuiStorage; // Helper for key->value storage struct ImGuiStyle; // Runtime data for styling/colors -struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") struct ImGuiTextBuffer; // Helper to hold and append into a text buffer (~string builder) +struct ImGuiTextFilter; // Helper to parse and apply text filters (e.g. "aaaaa[,bbbb][,ccccc]") // Typedefs and Enums/Flags (declared as int for compatibility with old C++, to allow using as flags and to not pollute the top of this file) // Use your programming IDE "Go to definition" facility on the names of the center columns to find the actual flags/enum lists. @@ -1902,7 +1904,7 @@ struct ImDrawData }; //----------------------------------------------------------------------------- -// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFont) +// Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- struct ImFontConfig @@ -1939,6 +1941,19 @@ struct ImFontGlyph float U0, V0, U1, V1; // Texture coordinates }; +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +struct ImFontGlyphRangesBuilder +{ + ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) + ImFontGlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); } + bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; } + void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array + void AddChar(ImWchar c) { SetBit(c); } // Add character + IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) + IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext + IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges +}; + enum ImFontAtlasFlags_ { ImFontAtlasFlags_None = 0, @@ -1995,7 +2010,7 @@ struct ImFontAtlas // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) // NB: Make sure that your string are UTF-8 and NOT in your local code page. In C++11, you can create UTF-8 string literal using the u8"Hello world" syntax. See FAQ for details. - // NB: Consider using GlyphRangesBuilder to build glyph ranges from textual data. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs @@ -2004,19 +2019,6 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters - // Helpers to build glyph ranges from text data. Feed your application strings/characters to it then call BuildRanges(). - struct GlyphRangesBuilder - { - ImVector UsedChars; // Store 1-bit per Unicode code point (0=unused, 1=used) - GlyphRangesBuilder() { UsedChars.resize(0x10000 / 8); memset(UsedChars.Data, 0, 0x10000 / 8); } - bool GetBit(int n) const { return (UsedChars[n >> 3] & (1 << (n & 7))) != 0; } - void SetBit(int n) { UsedChars[n >> 3] |= 1 << (n & 7); } // Set bit 'c' in the array - void AddChar(ImWchar c) { SetBit(c); } // Add character - IMGUI_API void AddText(const char* text, const char* text_end = NULL); // Add string (each character of the UTF-8 string are added) - IMGUI_API void AddRanges(const ImWchar* ranges); // Add ranges, e.g. builder.AddRanges(ImFontAtlas::GetGlyphRangesDefault()) to force add all of ASCII/Latin+Ext - IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges - }; - //------------------------------------------- // Custom Rectangles/Glyphs API //------------------------------------------- @@ -2065,6 +2067,10 @@ struct ImFontAtlas ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector ConfigData; // Internal data int CustomRectIds[1]; // Identifiers of custom texture rectangle used by ImFontAtlas/ImDrawList + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETE 1.67+ +#endif }; // Font runtime data and rendering diff --git a/imgui_draw.cpp b/imgui_draw.cpp index 7bd85ab39..932c6ab6c 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -12,7 +12,8 @@ Index of this file: // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig // [SECTION] ImFontAtlas -// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder +// [SECTION] ImFontAtlas glyph ranges helpers +// [SECTION] ImFontGlyphRangesBuilder // [SECTION] ImFont // [SECTION] Internal Render Helpers // [SECTION] Decompression code @@ -2092,7 +2093,7 @@ static void UnpackAccumulativeOffsetsIntoRanges(int base_codepoint, const short* } //------------------------------------------------------------------------- -// [SECTION] ImFontAtlas glyph ranges helpers + GlyphRangesBuilder +// [SECTION] ImFontAtlas glyph ranges helpers //------------------------------------------------------------------------- const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() @@ -2100,7 +2101,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesChineseSimplifiedCommon() // Store 2500 regularly used characters for Simplified Chinese. // Sourced from https://zh.wiktionary.org/wiki/%E9%99%84%E5%BD%95:%E7%8E%B0%E4%BB%A3%E6%B1%89%E8%AF%AD%E5%B8%B8%E7%94%A8%E5%AD%97%E8%A1%A8 // This table covers 97.97% of all characters used during the month in July, 1987. - // You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { @@ -2166,7 +2167,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesJapanese() // 1946 common ideograms code points for Japanese // Sourced from http://theinstructionlimit.com/common-kanji-character-ranges-for-xna-spritefont-rendering // FIXME: Source a list of the revised 2136 Joyo Kanji list from 2010 and rebuild this. - // You can use ImFontAtlas::GlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. + // You can use ImFontGlyphRangesBuilder to create your own ranges derived from this, by merging existing ranges or adding new characters. // (Stored as accumulative offsets from the initial unicode codepoint 0x4E00. This encoding is designed to helps us compact the source code size.) static const short accumulative_offsets_from_0x4E00[] = { @@ -2244,7 +2245,11 @@ const ImWchar* ImFontAtlas::GetGlyphRangesThai() return &ranges[0]; } -void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text_end) +//----------------------------------------------------------------------------- +// [SECTION] ImFontGlyphRangesBuilder +//----------------------------------------------------------------------------- + +void ImFontGlyphRangesBuilder::AddText(const char* text, const char* text_end) { while (text_end ? (text < text_end) : *text) { @@ -2258,14 +2263,14 @@ void ImFontAtlas::GlyphRangesBuilder::AddText(const char* text, const char* text } } -void ImFontAtlas::GlyphRangesBuilder::AddRanges(const ImWchar* ranges) +void ImFontGlyphRangesBuilder::AddRanges(const ImWchar* ranges) { for (; ranges[0]; ranges += 2) for (ImWchar c = ranges[0]; c <= ranges[1]; c++) AddChar(c); } -void ImFontAtlas::GlyphRangesBuilder::BuildRanges(ImVector* out_ranges) +void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) { for (int n = 0; n < 0x10000; n++) if (GetBit(n)) diff --git a/misc/fonts/README.txt b/misc/fonts/README.txt index 236c3dd0e..004dca3d7 100644 --- a/misc/fonts/README.txt +++ b/misc/fonts/README.txt @@ -119,8 +119,8 @@ 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. Some solutions: - - 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose, - this will be the biggest win. + - 1) Reduce glyphs ranges by calculating them from source localization data. + You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win! - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size. - 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). - 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. @@ -177,11 +177,11 @@ Also note that correct sRGB space blending will have an important effect on your BUILDING CUSTOM GLYPH RANGES --------------------------------------- -You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input. +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. ImVector ranges; - ImFontAtlas::GlyphRangesBuilder builder; + ImFontGlyphRangesBuilder builder; builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) builder.AddChar(0x7262); // Add a specific character builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges