1
0
Fork 0
mirror of https://github.com/ocornut/imgui.git synced 2026-01-11 00:04:24 +00:00

AddFontDefault() now automatically selects an embedded font between AddFontDefaultVector() and AddFontDefaultBitmap).

This commit is contained in:
ocornut 2025-12-23 17:44:18 +01:00
parent f006400f05
commit 05581da183
35 changed files with 295 additions and 189 deletions

View file

@ -49,14 +49,16 @@ int main(int, char**)
ImGui_ImplAllegro5_Init(display);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -69,14 +69,16 @@
ImGui_ImplMetal_Init(_device);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -57,14 +57,16 @@
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -62,14 +62,16 @@ int main(int, char**)
ImGui_ImplMetal_Init(device);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -68,14 +68,16 @@ int main(int, char**)
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -102,15 +102,17 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -420,14 +420,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -113,15 +113,17 @@ int main(int, char**)
ImGui_ImplWGPU_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");

View file

@ -78,16 +78,17 @@ int main(int argc, char** argv)
// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplGLUT_InstallFuncs();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -90,14 +90,16 @@ int main(int, char**)
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -30,14 +30,16 @@ int main(int, char**)
//ImGui::StyleColorsLight();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -79,14 +79,16 @@ int main(int, char**)
ImGui_ImplOpenGL2_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -119,15 +119,17 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -81,14 +81,16 @@ int main(int, char**)
ImGui_ImplSDLRenderer2_Init(renderer);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -426,14 +426,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -93,15 +93,17 @@ int main(int, char**)
ImGui_ImplWGPU_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");

View file

@ -81,14 +81,16 @@ int main(int, char**)
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -77,14 +77,16 @@ int main(int, char**)
ImGui_ImplSDL3_InitForMetal(window);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -109,15 +109,17 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -89,14 +89,16 @@ int main(int, char**)
ImGui_ImplSDLGPU3_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -71,15 +71,16 @@ int main(int, char**)
ImGui_ImplSDLRenderer3_Init(renderer);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -425,14 +425,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -101,15 +101,17 @@ int main(int, char**)
ImGui_ImplWGPU_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");

View file

@ -72,14 +72,16 @@ int main(int, char**)
ImGui_ImplDX10_Init(g_pd3dDevice);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -72,14 +72,16 @@ int main(int, char**)
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -167,14 +167,16 @@ int main(int, char**)
//ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -70,14 +70,16 @@ int main(int, char**)
ImGui_ImplDX9_Init(g_pd3dDevice);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -80,14 +80,16 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init();
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -413,14 +413,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info);
// Load Fonts
// - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering.
// - Read 'docs/FONTS.md' for more instructions and details. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author!
// - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");