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@ -105,7 +105,7 @@ |
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- if you want to use a different font than the default |
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- create bitmap font data using BMFont. allocate ImGui::GetIO().Font and use ->LoadFromFile()/LoadFromMemory(), set ImGui::GetIO().FontHeight |
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- load your texture yourself. texture *MUST* have white pixel at UV coordinate 'IMGUI_FONT_TEX_UV_FOR_WHITE' (you can #define it in imconfig.h), this is used by solid objects. |
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- load your texture yourself. texture *MUST* have white pixel at UV coordinate Imgui::GetIO().FontTexUvForWhite. This is used to draw all solid shapes. |
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- tip: the construct 'if (IMGUI_ONCE_UPON_A_FRAME)' will evaluate to true only once a frame, you can use it to add custom UI in the middle of a deep nested inner loop in your code. |
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- tip: you can call Render() multiple times (e.g for VR renders), up to you to communicate the extra state to your RenderDrawListFn function. |
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@ -279,6 +279,7 @@ ImGuiIO::ImGuiIO() |
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IniFilename = "imgui.ini"; |
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LogFilename = "imgui_log.txt"; |
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Font = NULL; |
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FontTexUvForWhite = ImVec2(0.0f,0.0f); |
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FontAllowScaling = false; |
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PixelCenterOffset = 0.0f; |
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MousePos = ImVec2(-1,-1); |
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@ -4812,7 +4813,7 @@ void ImDrawList::AddVtx(const ImVec2& pos, ImU32 col) |
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{ |
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vtx_write->pos = pos; |
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vtx_write->col = col; |
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vtx_write->uv = IMGUI_FONT_TEX_UV_FOR_WHITE; |
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vtx_write->uv = GImGui.IO.FontTexUvForWhite; |
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vtx_write++; |
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} |
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