| |
| Extra fonts for ImGui. |
| THOSE FONTS ARE OPTIONAL. |
| |
| ImGui embeds a copy of 'proggy_clean' that you can use without any external files. |
| Export your own font with bmfont (www.angelcode.com/products/bmfont). |
| |
| bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g: |
| |
| proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt |
| proggy_clean_13.png |
| |
| If you need a free font that supports chinese/japanese characters, you can use the M+ fonts. |
| TTF and sources are availables at http://mplus-fonts.sourceforge.jp/mplus-outline-fonts. |
| This directory include some of the M+ fonts converted by bmfont. |
| |
| //----------------------------------------------------------------------------- |
| |
| Configure bmfont: |
| |
| - Export .fnt as Binary |
| - Output .png, 32-bits (or whatever is suitable for your loader/renderer) |
| - Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts. |
| But you can experiment with other settings if you want anti-aliased fonts. |
| - Tip: use pngout.exe (http://advsys.net/ken/utils.htm) to further reduce the file size of .png files |
| All files in this folder have been optimised with pngout.exe |
| |
| ----------------------------------------------------------------------------- |
| |
| (A) Use font data embedded in ImGui |
| |
| // Access embedded font data |
| const void* fnt_data; // pointer to FNT data |
| unsigned fnt_size; // size of FNT data |
| const void* png_data; // pointer to PNG data |
| unsigned int png_size; // size of PNG data |
| ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size); |
| |
| 1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything) |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| io.Font = new ImFont(); |
| io.Font->LoadFromMemory(fnt_data, fnt_size); |
| |
| 2. Load the .PNG data from 'png_data' into a texture |
| |
| //----------------------------------------------------------------------------- |
| |
| (B) Use fonts from external files |
| |
| You need to set io.Font->TexUvForWhite to UV coordinates pointing to a white pixel in the texture. |
| You can either locate a white pixel manually or use code at runtime to find or write one. |
| The OpenGL example include sample code to find a white pixel given an uncompressed 32-bits texture: |
| |
| // Automatically find white pixel from the texture we just loaded |
| // (io.Font->TexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects) |
| for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++) |
| if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff) |
| { |
| io.Font->TexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y)); |
| break; |
| } |
| |
| 1. Load the .FNT data, e.g. |
| |
| ImGuiIO& io = ImGui::GetIO(); |
| |
| // proggy_clean_13 [default] |
| io.Font = new ImFont(); |
| io.Font->LoadFromFile("proggy_clean_13.fnt"); |
| IM_ASSERT(io.Font->IsLoaded()); |
| io.Font->TexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128); |
| io.Font->DisplayOffset = ImVec2(0.0f, +1.0f); |
| |
| // proggy_small_12 |
| io.Font = new ImFont(); |
| io.Font->LoadFromFile("proggy_small_12.fnt"); |
| IM_ASSERT(io.Font->IsLoaded()); |
| io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); |
| io.Font->DisplayOffset = ImVec2(0.0f, +2.0f); |
| |
| // proggy_small_14 |
| io.Font = new ImFont(); |
| io.Font->LoadFromFile("proggy_small_14.fnt"); |
| IM_ASSERT(io.Font->IsLoaded()); |
| io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); |
| io.Font->DisplayOffset = ImVec2(0.0f, +3.0f); |
| |
| // courier_new_16 |
| io.Font->LoadFromFile("courier_new_16.fnt"); |
| io.Font->TexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128); |
| |
| // courier_new_18 |
| io.Font->LoadFromFile("courier_new_18.fnt"); |
| io.Font->TexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256); |
| |
| |
| 2. Load the matching .PNG data into a texture |
| |
| //----------------------------------------------------------------------------- |