Fonts: comments on ImTextureData fields.

This commit is contained in:
ocornut
2025-04-27 15:33:44 +02:00
committed by ocornut
parent 42e7bb80b6
commit 8140a9d8a6
2 changed files with 57 additions and 38 deletions

View File

@@ -298,7 +298,7 @@ CODE
// Any application code here
ImGui::Text("Hello, world!");
// Render dear imgui into screen
// Render dear imgui into framebuffer
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
g_pSwapChain->Present(1, 0);
@@ -311,24 +311,14 @@ CODE
EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
// Application init: create a dear imgui context, setup some options, load fonts
// Application init: create a Dear ImGui context, setup some options, load fonts
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
// TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
// TODO: Fill optional fields of the io structure later.
// TODO: set io.ConfigXXX values, e.g.
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls
// TODO: Load TTF/OTF fonts if you don't want to use the default font.
// Build and load the texture atlas into a texture
// (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
int width, height;
unsigned char* pixels = nullptr;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// At this point you've got the texture data and you need to upload that to your graphic system:
// After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
// This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
io.Fonts->SetTexID((void*)texture);
io.Fonts->AddFontFromFileTTF("NotoSans.ttf", 18.0f);
// Application main loop
while (true)
@@ -351,12 +341,19 @@ CODE
MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
MyGameRender(); // may use any Dear ImGui functions as well!
// Render dear imgui, swap buffers
// End the dear imgui frame
// (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)
ImGui::EndFrame();
ImGui::EndFrame(); // this is automatically called by Render(), but available
ImGui::Render();
// Update textures
for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
if (tex->Status != ImTextureStatus_OK)
MyImGuiBackend_UpdateTexture(tex);
// Render dear imgui contents, swap buffers
ImDrawData* draw_data = ImGui::GetDrawData();
MyImGuiRenderFunction(draw_data);
MyImGuiBackend_RenderDrawData(draw_data);
SwapBuffers();
}
@@ -367,12 +364,32 @@ CODE
you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this.
HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
---------------------------------------------
The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
void MyImGuiRenderFunction(ImDrawData* draw_data)
void MyImGuiBackend_UpdateTexture(ImTextureData* tex)
{
if (tex->Status == ImTextureStatus_WantCreate)
{
// create texture based on tex->Width/Height/Pixels
// call tex->SetTexID() to specify backend-specific identifiers
// tex->Status = ImTextureStatus_OK;
}
if (tex->Status == ImTextureStatus_WantUpdates)
{
// update texture blocks based on tex->UpdateRect
// tex->Status = ImTextureStatus_OK;
}
if (tex->Status == ImTextureStatus_WantDestroy)
{
// destroy texture
// call tex->SetTexID(ImTextureID_Invalid)
// tex->Status = ImTextureStatus_Destroyed;
}
}
void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
{
// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.