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ocornut 6ec65c46aa Added M+ font extra_fonts/ for Japanese text 10 years ago
..
ProggyClean.zip Added sample fonts data 10 years ago
ProggySmall.zip Added sample fonts data 10 years ago
README.txt Version number and font documentation 10 years ago
courier_new_16.fnt Added sample fonts data 10 years ago
courier_new_16.png Added sample fonts data 10 years ago
courier_new_18.fnt Added sample fonts data 10 years ago
courier_new_18.png Added sample fonts data 10 years ago
mplus-2m-medium_18.fnt Added M+ font extra_fonts/ for Japanese text 10 years ago
mplus-2m-medium_18.png Added M+ font extra_fonts/ for Japanese text 10 years ago
proggy_clean_13.fnt Added sample fonts data 10 years ago
proggy_clean_13.png Added sample fonts data 10 years ago
proggy_small_12.fnt Added sample fonts data 10 years ago
proggy_small_12.png Added sample fonts data 10 years ago
proggy_small_14.fnt Added sample fonts data 10 years ago
proggy_small_14.png Added sample fonts data 10 years ago

README.txt


Extra fonts for ImGui.
THOSE FONTS ARE OPTIONAL.

ImGui embeds a copy of 'proggy_clean' that you can use without any external files.
Export your own font with bmfont (www.angelcode.com/products/bmfont).

bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g:

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

// Access embedded font data
const void* fnt_data; // pointer to FNT data
unsigned fnt_size; // size of FNT data
const void* png_data; // pointer to PNG data
unsigned int png_size; // size of PNG data
ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size);

1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything)

ImGuiIO& io = ImGui::GetIO();
io.Font = new ImBitmapFont();
io.Font->LoadFromMemory(fnt_data, fnt_size);

2. Load the .PNG data from 'png_data' into a texture

//-----------------------------------------------------------------------------

(B) Use fonts from external files

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;

// courier_new_16
io.Font->LoadFromFile("courier_new_16.fnt");
io.FontTexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128);

// courier_new_18
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

//-----------------------------------------------------------------------------