Added GetWindowFont(), GetWindowFontSize() + comments following user's feedback
diff --git a/imgui.cpp b/imgui.cpp
index d6722bc..5970518 100644
--- a/imgui.cpp
+++ b/imgui.cpp
@@ -2,7 +2,7 @@
// See ImGui::ShowTestWindow() for sample code.
// Read 'Programmer guide' below for notes on how to setup ImGui in your codebase.
// Get latest version at https://github.com/ocornut/imgui
-// Developped by Omar Cornut and contributors.
+// Developed by Omar Cornut and contributors.
/*
@@ -10,13 +10,13 @@
=================
- easy to use to create code-driven and data-driven tools
- - easy to use to create adhoc short-lived tools and long-lived, more elaborate tools
+ - easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools
- easy to hack and improve
- minimize screen real-estate usage
- minimize setup and maintainance
- minimize state storage on user side
- portable, minimize dependencies, run on target (consoles, etc.)
- - efficient runtime (nb- we do allocate when "growing" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)
+ - efficient runtime (NB- we do allocate when "growing" content - creating a window / opening a tree node for the first time, etc. - but a typical frame won't allocate anything)
- read about immediate-mode GUI principles @ http://mollyrocket.com/861, http://mollyrocket.com/forums/index.html
Designed for developers and content-creators, not the typical end-user! Some of the weaknesses includes:
@@ -2599,6 +2599,18 @@
return window->DrawList;
}
+ImFont GetWindowFont()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->Font();
+}
+
+float GetWindowFontSize()
+{
+ ImGuiWindow* window = GetCurrentWindow();
+ return window->FontSize();
+}
+
void SetWindowFontScale(float scale)
{
ImGuiWindow* window = GetCurrentWindow();
diff --git a/imgui.h b/imgui.h
index 03dc4ba..39cb1a9 100644
--- a/imgui.h
+++ b/imgui.h
@@ -151,6 +151,8 @@
ImVec2 GetWindowContentRegionMin();
ImVec2 GetWindowContentRegionMax();
ImDrawList* GetWindowDrawList(); // get rendering command-list if you want to append your own draw primitives.
+ ImFont GetWindowFont();
+ float GetWindowFontSize();
void SetWindowFontScale(float scale); // per-window font scale. Adjust IO.FontBaseScale if you want to scale all windows together.
void SetScrollPosHere(); // adjust scrolling position to center into the current cursor position.
void SetKeyboardFocusHere(int offset = 0); // focus keyboard on the next widget. Use 'offset' to access sub components of a multiple component widget.
@@ -575,7 +577,6 @@
ImVec4 clip_rect;
};
-// sizeof() == 20
struct ImDrawVert
{
ImVec2 pos;
@@ -584,7 +585,11 @@
};
// Draw command list
-// User is responsible for providing a renderer for this in ImGuiIO::RenderDrawListFn
+// This is the low-level list of polygon that ImGui:: functions are filling. At the end of the frame, all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering.
+// Each ImGui window contains its own ImDrawList.
+// If you want to add custom rendering within a window, you can use ImGui::GetWindowDrawList() to access the current draw list and add your own primitives.
+// You can interleave normal ImGui:: calls and adding primitives to the current draw list.
+// Note that this only gives you access to rendering polygons. If your intent is to create custom widgets and the publicly exposed functions/data aren't sufficient, you can add code in imgui_user.inl
struct ImDrawList
{
// This is what you have to render