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https://github.com/ocornut/imgui.git
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Fonts: comments on ImTextureData fields.
This commit is contained in:
59
imgui.cpp
59
imgui.cpp
@@ -298,7 +298,7 @@ CODE
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// Any application code here
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ImGui::Text("Hello, world!");
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// Render dear imgui into screen
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// Render dear imgui into framebuffer
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ImGui::Render();
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ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
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g_pSwapChain->Present(1, 0);
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@@ -311,24 +311,14 @@ CODE
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EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
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// Application init: create a dear imgui context, setup some options, load fonts
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// Application init: create a Dear ImGui context, setup some options, load fonts
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
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// TODO: Fill optional fields of the io structure later.
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// TODO: set io.ConfigXXX values, e.g.
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io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls
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// TODO: Load TTF/OTF fonts if you don't want to use the default font.
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// Build and load the texture atlas into a texture
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// (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
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int width, height;
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unsigned char* pixels = nullptr;
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io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
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// At this point you've got the texture data and you need to upload that to your graphic system:
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// After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
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// This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
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MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
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io.Fonts->SetTexID((void*)texture);
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io.Fonts->AddFontFromFileTTF("NotoSans.ttf", 18.0f);
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// Application main loop
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while (true)
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@@ -351,12 +341,19 @@ CODE
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MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
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MyGameRender(); // may use any Dear ImGui functions as well!
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// Render dear imgui, swap buffers
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// End the dear imgui frame
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// (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
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ImGui::EndFrame();
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ImGui::EndFrame(); // this is automatically called by Render(), but available
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ImGui::Render();
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// Update textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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if (tex->Status != ImTextureStatus_OK)
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MyImGuiBackend_UpdateTexture(tex);
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// Render dear imgui contents, swap buffers
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ImDrawData* draw_data = ImGui::GetDrawData();
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MyImGuiRenderFunction(draw_data);
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MyImGuiBackend_RenderDrawData(draw_data);
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SwapBuffers();
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}
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@@ -367,12 +364,32 @@ CODE
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you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
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Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
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HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
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---------------------------------------------
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The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
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void MyImGuiRenderFunction(ImDrawData* draw_data)
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void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
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{
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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// create texture based on tex->Width/Height/Pixels
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// call tex->SetTexID() to specify backend-specific identifiers
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// tex->Status = ImTextureStatus_OK;
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}
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if (tex->Status == ImTextureStatus_WantUpdates)
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{
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// update texture blocks based on tex->UpdateRect
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// tex->Status = ImTextureStatus_OK;
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}
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if (tex->Status == ImTextureStatus_WantDestroy)
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{
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// destroy texture
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// call tex->SetTexID(ImTextureID_Invalid)
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// tex->Status = ImTextureStatus_Destroyed;
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}
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}
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void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
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{
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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36
imgui.h
36
imgui.h
@@ -3079,7 +3079,7 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c
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struct ImDrawCmd
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{
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ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates
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ImTextureRef TexRef; // 16 // User-provided texture ID. Set by user in ImFontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas.
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ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value.
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unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices.
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unsigned int IdxOffset; // 4 // Start offset in index buffer.
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unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[].
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@@ -3403,24 +3403,26 @@ struct ImTextureRect
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// Why does we store two identifiers: TexID and BackendUserData?
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// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData.
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// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both.
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// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend
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struct ImTextureData
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{
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ImTextureStatus Status; // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
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ImTextureFormat Format; // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
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int Width; // Texture width
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int Height; // Texture height
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int BytesPerPixel; // 4 or 1
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int UniqueID; // Sequential index to facilitate identifying a texture when debugging/printing. Only unique per atlas.
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unsigned char* Pixels; // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
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ImTextureID TexID; // Always use SetTexID() to modify! Identifier stored in ImDrawCmd::GetTexID() and passed to backend RenderDrawData loop.
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void* BackendUserData; // Convenience storage for backend. Some backends may have enough with TexID.
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ImTextureRect UsedRect; // Bounding box encompassing all past and queued Updates[].
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ImTextureRect UpdateRect; // Bounding box encompassing all queued Updates[].
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ImVector<ImTextureRect> Updates; // Array of individual updates.
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int UnusedFrames; // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
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unsigned short RefCount; // Number of contexts using this texture.
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bool UseColors; // Tell whether our texture data is known to use colors (rather than just white + alpha).
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bool WantDestroyNextFrame; // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
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//------------------------------------------ core / backend ---------------------------------------
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int UniqueID; // w - // Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas.
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ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify!
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void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID.
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ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function.
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ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8
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int Width; // w r // Texture width
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int Height; // w r // Texture height
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int BytesPerPixel; // w r // 4 or 1
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unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes.
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ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[].
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ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[].
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ImVector<ImTextureRect> Updates; // w r // Array of individual updates.
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int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy.
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unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown.
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bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha).
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bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame.
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// Functions
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ImTextureData() { memset(this, 0, sizeof(*this)); }
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