Docs: tweak/fixed comments. (#8750, #8749)

This commit is contained in:
ocornut
2025-06-28 16:45:58 +02:00
parent bc051dcf91
commit de7625b8c2
3 changed files with 12 additions and 11 deletions

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@@ -117,13 +117,11 @@ Breaking changes:
`PushFont(NULL, some_size)` now keeps current change and changes size.
- Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'.
- Fonts: **IMPORTANT** on Font Merging:
- When searching for a glyph in multiple merged fonts: font inputs are now scanned in order
for the first font input which the desired glyph. This is technically a different behavior
than before!
- e.g. If you are merging fonts you may have glyphs that you expected to load from
Font Source 2 which exists in Font Source 1. After the update and when using a new backend,
those glyphs may now loaded from Font Source 1!
- You can use `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to ignore in given Input:
- When searching for a glyph in multiple merged fonts: we search for the FIRST font source
which contains the desired glyph. Because the user doesn't need to provide glyph ranges
any more, it is possible that a glyph that you expected to fetch from a secondary/merged
icon font may be erroneously fetched from the primary font.
- We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source:
// Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
ImFontConfig cfg1;

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@@ -387,7 +387,7 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg);
## Using Custom Glyph Ranges
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is necessary, so this is not needed.**
🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. Therefore this is not really useful any more.**
:rewind: You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
```cpp

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@@ -416,9 +416,12 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
- To use old behavior: use 'ImGui::PushFont(font, font->LegacySize)' at call site.
- Kept inline single parameter function. Will obsolete.
- Fonts: **IMPORTANT** on Font Merging:
- When searching for a glyph in multiple merged fonts: font inputs are now scanned in orderfor the first font input which the desired glyph. This is technically a different behavior than before!
- e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1. After the update and when using a new backend, those glyphs may now loaded from Font Source 1!
- You can use `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to ignore in given Input:
- When searching for a glyph in multiple merged fonts: we search for the FIRST font source which contains the desired glyph.
Because the user doesn't need to provide glyph ranges any more, it is possible that a glyph that you expected to fetch from a secondary/merged icon font may be erroneously fetched from the primary font.
- When searching for a glyph in multiple merged fonts: we now search for the FIRST font source which contains the desired glyph. This is technically a different behavior than before!
- e.g. If you are merging fonts you may have glyphs that you expected to load from Font Source 2 which exists in Font Source 1.
After the update and when using a new backend, those glyphs may now loaded from Font Source 1!
- We added `ImFontConfig::GlyphExcludeRanges[]` to specify ranges to exclude from a given font source:
// Add Font Source 1 but ignore ICON_MIN_FA..ICON_MAX_FA range
static ImWchar exclude_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
ImFontConfig cfg1;