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Fonts: comments on ImTextureData fields.
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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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