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Extra fonts for ImGui. |
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THOSE FONTS ARE OPTIONAL. |
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ImGui embeds a copy of 'proggy_clean' that you can use without any external files. |
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Export your own font with bmfont (www.angelcode.com/products/bmfont). |
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bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g: |
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proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt |
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proggy_clean_13.png |
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Configure bmfont: |
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- Export .fnt as Binary |
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- Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts. |
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But you can experiment with other settings if you want anti-aliased fonts. |
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(A) Use font data embedded in ImGui |
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// Access embedded font data |
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const void* fnt_data; // pointer to FNT data |
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unsigned fnt_size; // size of FNT data |
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const void* png_data; // pointer to PNG data |
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unsigned int png_size; // size of PNG data |
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ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size); |
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1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything) |
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ImGuiIO& io = ImGui::GetIO(); |
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io.Font = new ImBitmapFont(); |
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io.Font->LoadFromMemory(fnt_data, fnt_size); |
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2. Load the .PNG data from 'png_data' into a texture |
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(B) Use fonts from external files |
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ImGuiIO& io = ImGui::GetIO(); |
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1. Load the .FNT data, e.g. |
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// proggy_clean_13 [default] |
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io.Font->LoadFromFile("proggy_clean_13.fnt"); |
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io.FontTexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128); |
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io.FontYOffset = +1; |
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// proggy_small_12 |
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io.Font = new ImBitmapFont(); |
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io.Font->LoadFromFile("proggy_small_12.fnt"); |
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io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); |
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io.FontYOffset = +2; |
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// proggy_small_14 |
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io.Font = new ImBitmapFont(); |
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io.Font->LoadFromFile("proggy_small_14.fnt"); |
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io.FontTexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); |
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io.FontYOffset = +3; |
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// courier_new_16 |
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io.Font->LoadFromFile("courier_new_16.fnt"); |
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io.FontTexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128); |
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// courier_new_18 |
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io.Font->LoadFromFile("courier_new_18.fnt"); |
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io.FontTexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256); |
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2. Load the matching .PNG data into a texture |
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After Width: | Height: | Size: 3.8 KiB |
After Width: | Height: | Size: 1.4 KiB |
After Width: | Height: | Size: 3.8 KiB |
After Width: | Height: | Size: 2.6 KiB |
After Width: | Height: | Size: 4.5 KiB |
After Width: | Height: | Size: 1.5 KiB |
After Width: | Height: | Size: 4.5 KiB |
After Width: | Height: | Size: 949 B |
After Width: | Height: | Size: 4.5 KiB |
After Width: | Height: | Size: 949 B |