Merge branch 'master_fonts' into docking

# Conflicts:
#	backends/imgui_impl_dx10.cpp
#	backends/imgui_impl_dx10.h
#	backends/imgui_impl_dx11.cpp
#	backends/imgui_impl_dx12.cpp
#	backends/imgui_impl_dx9.cpp
#	backends/imgui_impl_glfw.cpp
#	backends/imgui_impl_metal.h
#	backends/imgui_impl_metal.mm
#	backends/imgui_impl_opengl2.cpp
#	backends/imgui_impl_opengl2.h
#	backends/imgui_impl_opengl3.cpp
#	backends/imgui_impl_opengl3.h
#	backends/imgui_impl_sdl2.cpp
#	backends/imgui_impl_sdl3.cpp
#	backends/imgui_impl_sdlgpu3.cpp
#	backends/imgui_impl_sdlgpu3.h
#	backends/imgui_impl_vulkan.cpp
#	examples/example_glfw_opengl3/main.cpp
#	examples/example_sdl2_directx11/main.cpp
#	examples/example_sdl2_opengl2/main.cpp
#	examples/example_sdl2_opengl3/main.cpp
#	examples/example_sdl2_vulkan/main.cpp
#	examples/example_sdl3_opengl3/main.cpp
#	examples/example_sdl3_sdlgpu3/main.cpp
#	examples/example_sdl3_vulkan/main.cpp
#	examples/example_win32_directx10/main.cpp
#	examples/example_win32_directx11/main.cpp
#	examples/example_win32_directx12/main.cpp
#	examples/example_win32_directx9/main.cpp
#	imgui.cpp
#	imgui.h
#	imgui_demo.cpp
#	imgui_internal.h
This commit is contained in:
ocornut
2025-06-11 18:02:31 +02:00
69 changed files with 6392 additions and 3046 deletions

View File

@@ -639,6 +639,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports);
ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures);
ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports);
ImGui::EndDisabled();
@@ -646,8 +647,8 @@ void ImGui::ShowDemoWindow(bool* p_open)
ImGui::Spacing();
}
IMGUI_DEMO_MARKER("Configuration/Style");
if (ImGui::TreeNode("Style"))
IMGUI_DEMO_MARKER("Configuration/Style, Fonts");
if (ImGui::TreeNode("Style, Fonts"))
{
ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor);
ImGui::SameLine();
@@ -1810,6 +1811,7 @@ static void DemoWindowWidgetsFonts()
{
ImFontAtlas* atlas = ImGui::GetIO().Fonts;
ImGui::ShowFontAtlas(atlas);
// FIXME-NEWATLAS: Provide a demo to add/create a procedural font?
ImGui::TreePop();
}
}
@@ -1830,13 +1832,12 @@ static void DemoWindowWidgetsImages()
"Hover the texture for a zoomed view!");
// Below we are displaying the font texture because it is the only texture we have access to inside the demo!
// Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
// will be passed to the rendering backend via the ImDrawCmd structure.
// Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers.
// If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
// of their respective source file to specify what they expect to be stored in ImTextureID, for example:
// - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
// of their respective source file to specify what they are using as texture identifier, for example:
// - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer.
// - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
// More:
// So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID.
// - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
// to ImGui::Image(), and gather width/height through your own functions, etc.
// - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
@@ -1844,14 +1845,19 @@ static void DemoWindowWidgetsImages()
// - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
// - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
// - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
ImTextureID my_tex_id = io.Fonts->TexID;
float my_tex_w = (float)io.Fonts->TexWidth;
float my_tex_h = (float)io.Fonts->TexHeight;
// Grab the current texture identifier used by the font atlas.
ImTextureRef my_tex_id = io.Fonts->TexRef;
// Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it.
float my_tex_w = (float)io.Fonts->TexData->Width;
float my_tex_h = (float)io.Fonts->TexData->Height;
{
ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
ImVec2 pos = ImGui::GetCursorScreenPos();
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize));
ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
if (ImGui::BeginItemTooltip())
@@ -8122,7 +8128,7 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (copy_to_clipboard)
{
ImGui::LogToClipboard();
ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub
ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub
}
ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM);
@@ -8238,9 +8244,11 @@ void ImGui::ShowAboutWindow(bool* p_open)
if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports");
if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports");
ImGui::Separator();
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight);
ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height);
ImGui::Text("io.Fonts->FontLoaderName: \"%s\"", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL");
ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y);
ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
ImGui::Separator();
@@ -8270,9 +8278,6 @@ void ImGui::ShowAboutWindow(bool* p_open)
// - ShowStyleEditor()
//-----------------------------------------------------------------------------
// Forward declare ShowFontAtlas() which isn't worth putting in public API yet
namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); }
// Demo helper function to select among loaded fonts.
// Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one.
void ImGui::ShowFontSelector(const char* label)
@@ -8293,11 +8298,16 @@ void ImGui::ShowFontSelector(const char* label)
ImGui::EndCombo();
}
ImGui::SameLine();
HelpMarker(
"- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
"- Read FAQ and docs/FONTS.md for more details.\n"
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures)
HelpMarker(
"- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
"- Read FAQ and docs/FONTS.md for more details.");
else
HelpMarker(
"- Load additional fonts with io.Fonts->AddFontXXX() functions.\n"
"- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n"
"- Read FAQ and docs/FONTS.md for more details.\n"
"- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame().");
}
// Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options.
@@ -8348,9 +8358,21 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
// General
SeparatorText("General");
if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0)
BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!");
if (ShowStyleSelector("Colors##Selector"))
ref_saved_style = style;
ShowFontSelector("Fonts##Selector");
if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f"))
style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work.
SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize());
DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f);
//BeginDisabled(GetIO().ConfigDpiScaleFonts);
DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 5.0f);
//SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten.");
//EndDisabled();
// Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f)
if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f"))
@@ -8373,8 +8395,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
"Save/Revert in local non-persistent storage. Default Colors definition are not affected. "
"Use \"Export\" below to save them somewhere.");
Separator();
SeparatorText("Details");
if (BeginTabBar("##tabs", ImGuiTabBarFlags_None))
{
if (BeginTabItem("Sizes"))
@@ -8548,11 +8569,12 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
{
ImGuiIO& io = GetIO();
ImFontAtlas* atlas = io.Fonts;
HelpMarker("Read FAQ and docs/FONTS.md for details on font loading.");
ShowFontAtlas(atlas);
// Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below.
// (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds).
/*
SeparatorText("Legacy Scaling");
const float MIN_SCALE = 0.3f;
const float MAX_SCALE = 2.0f;
HelpMarker(
@@ -8560,12 +8582,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
"However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, "
"rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n"
"Using those settings here will give you poor quality results.");
static float window_scale = 1.0f;
PushItemWidth(GetFontSize() * 8);
if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
SetWindowFontScale(window_scale);
DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything
//static float window_scale = 1.0f;
//if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window
// SetWindowFontScale(window_scale);
PopItemWidth();
*/
EndTabItem();
}