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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

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@ -51,6 +51,12 @@ Breaking Changes:
that are using the "###" operators. (#713, #1698) that are using the "###" operators. (#713, #1698)
- Renamed helper macro IM_ARRAYSIZE() -> IM_COUNTOF(). Kept redirection/legacy name. - Renamed helper macro IM_ARRAYSIZE() -> IM_COUNTOF(). Kept redirection/legacy name.
- Fonts: - Fonts:
- AddFontDefault() now automatically selects an embedded font between:
- AddFontDefaultVector(): new scalable font. Recommended at any higher size.
- AddFontDefaultBitmap(): classic pixel-clean font. Recommended at Size 13px with no scaling.
- The default selection is based on (style.FontSizeBase * FontScaleMain * FontScaleDpi)
reaching a small threshold. Prefer calling either based on your own logic.
And you can call AddFontDefaultBitmap() to ensure legacy behavior.
- Fixed handling of `ImFontConfig::FontDataOwnedByAtlas = false` which - Fixed handling of `ImFontConfig::FontDataOwnedByAtlas = false` which
did erroneously make a copy of the font data, essentially defeating the purpose did erroneously make a copy of the font data, essentially defeating the purpose
of this flag and wasting memory (undetected since July 2015 and now spotted of this flag and wasting memory (undetected since July 2015 and now spotted
@ -76,6 +82,8 @@ Other Changes:
be easily and readily used in all contexts, even without file system access. be easily and readily used in all contexts, even without file system access.
As always you can opt-out of the embedded font data if desired. A sizing tweak As always you can opt-out of the embedded font data if desired. A sizing tweak
was also applied to ensure the new font is a closer match to the classic font. was also applied to ensure the new font is a closer match to the classic font.
- AddFontDefault() now automatically selects an embedded font between
the classic pixel-looking one and the new scalable one.
- Fixed an issue related to EllipsisChar handling, while changing - Fixed an issue related to EllipsisChar handling, while changing
font loader or font loader flags dynamically in Style->Fonts menus. font loader or font loader flags dynamically in Style->Fonts menus.
- imgui_freetype: fixed overwriting ImFontConfig::PixelSnapH when hinting - imgui_freetype: fixed overwriting ImFontConfig::PixelSnapH when hinting

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@ -658,22 +658,28 @@ Since 1.92 (June 2025) fonts may be dynamically used at any size.
**Scaling fonts** **Scaling fonts**
Select default size:
```cpp
style.FontSizeBase = 20.0f;
```
Scale all fonts:
```cpp
style.FontScaleDpi = 2.0f;
```
To change font size: To change font size:
```cpp ```cpp
ImGui::PushFont(NULL, 42.0f); ImGui::PushFont(NULL, 42.0f); // This will be multiplied by style.FontScaleDpi
``` ```
To change font and font size: To change font and font size:
```cpp ```cpp
ImGui::PushFont(new_font, 42.0f); ImGui::PushFont(new_font, 42.0f);
``` ```
To scale all fonts:
```cpp
style.FontScaleDpi = 2.0f;
```
In `docking` branch or with multi-viewports: In `docking` branch or with multi-viewports:
```cpp ```cpp
io.ConfigDpiScaleFonts = true; // [Experimental] Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. io.ConfigDpiScaleFonts = true; // Automatically overwrite style.FontScaleDpi in Begin() when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now.
io.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. io.ConfigDpiScaleViewports = true; // Scale Dear ImGui and Platform Windows when Monitor DPI changes.
``` ```
**Scaling style** (paddings, spacings, thicknesses) **Scaling style** (paddings, spacings, thicknesses)

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@ -89,7 +89,10 @@ See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details.
## How should I handle DPI in my application? ## How should I handle DPI in my application?
See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application). Since 1.92, with an updated backend, you can set `style.FontScaleDpi = your_content_scale;` to scale all fonts.
<BR>You can call `style.ScaleAllSizes(xxx)` at init time or every frame at the beginning of your main loop to scale sizes/paddings.
<BR>Since 1.92, with an updated backend, macOS style pixel/backing style scale is automatically handled.
<BR>See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application) for more details.
##### [Return to Index](#index) ##### [Return to Index](#index)
@ -97,10 +100,22 @@ See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-s
## Fonts Loading Instructions ## Fonts Loading Instructions
**Select base size**
```cpp
ImGuiStyle& style = ImGui::GetStyle();
style.FontSizeBase = 20.0f;
```
**Load default font:** **Load default font:**
```cpp ```cpp
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault(); io.Fonts->AddFontDefault(); // Load embedded font (auto-selected).
```
```cpp
io.Fonts->AddFontDefaultVector(); // Load embedded scalable font.
```
```cpp
io.Fonts->AddFontDefaultBitmap(); // Load embedded bitmap font (legacy).
``` ```
**Load .TTF/.OTF file with:** **Load .TTF/.OTF file with:**

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@ -49,14 +49,16 @@ int main(int, char**)
ImGui_ImplAllegro5_Init(display); ImGui_ImplAllegro5_Init(display);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

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@ -69,14 +69,16 @@
ImGui_ImplMetal_Init(_device); ImGui_ImplMetal_Init(_device);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

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@ -57,14 +57,16 @@
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

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@ -62,14 +62,16 @@ int main(int, char**)
ImGui_ImplMetal_Init(device); ImGui_ImplMetal_Init(device);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

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@ -68,14 +68,16 @@ int main(int, char**)
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

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@ -102,15 +102,17 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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. // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

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@ -420,14 +420,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info); ImGui_ImplVulkan_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

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@ -113,15 +113,17 @@ int main(int, char**)
ImGui_ImplWGPU_Init(&init_info); ImGui_ImplWGPU_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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. // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");

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@ -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. // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
ImGui_ImplGLUT_InstallFuncs(); ImGui_ImplGLUT_InstallFuncs();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.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); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -30,14 +30,16 @@ int main(int, char**)
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -79,14 +79,16 @@ int main(int, char**)
ImGui_ImplOpenGL2_Init(); ImGui_ImplOpenGL2_Init();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -119,15 +119,17 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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. // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -81,14 +81,16 @@ int main(int, char**)
ImGui_ImplSDLRenderer2_Init(renderer); ImGui_ImplSDLRenderer2_Init(renderer);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -426,14 +426,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info); ImGui_ImplVulkan_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -93,15 +93,17 @@ int main(int, char**)
ImGui_ImplWGPU_Init(&init_info); ImGui_ImplWGPU_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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. // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf");

View file

@ -81,14 +81,16 @@ int main(int, char**)
ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -77,14 +77,16 @@ int main(int, char**)
ImGui_ImplSDL3_InitForMetal(window); ImGui_ImplSDL3_InitForMetal(window);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -109,15 +109,17 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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. // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -89,14 +89,16 @@ int main(int, char**)
ImGui_ImplSDLGPU3_Init(&init_info); ImGui_ImplSDLGPU3_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -71,15 +71,16 @@ int main(int, char**)
ImGui_ImplSDLRenderer3_Init(renderer); ImGui_ImplSDLRenderer3_Init(renderer);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -425,14 +425,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info); ImGui_ImplVulkan_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -101,15 +101,17 @@ int main(int, char**)
ImGui_ImplWGPU_Init(&init_info); ImGui_ImplWGPU_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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. // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");

View file

@ -72,14 +72,16 @@ int main(int, char**)
ImGui_ImplDX10_Init(g_pd3dDevice); ImGui_ImplDX10_Init(g_pd3dDevice);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.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); ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.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()); //ImGui_ImplDX12_Init(g_pd3dDevice, APP_NUM_FRAMES_IN_FLIGHT, DXGI_FORMAT_R8G8B8A8_UNORM, g_pd3dSrvDescHeap, g_pd3dSrvDescHeap->GetCPUDescriptorHandleForHeapStart(), g_pd3dSrvDescHeap->GetGPUDescriptorHandleForHeapStart());
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -70,14 +70,16 @@ int main(int, char**)
ImGui_ImplDX9_Init(g_pd3dDevice); ImGui_ImplDX9_Init(g_pd3dDevice);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -80,14 +80,16 @@ int main(int, char**)
ImGui_ImplOpenGL3_Init(); ImGui_ImplOpenGL3_Init();
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -413,14 +413,16 @@ int main(int, char**)
ImGui_ImplVulkan_Init(&init_info); ImGui_ImplVulkan_Init(&init_info);
// Load Fonts // 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. // - If fonts are not explicitly loaded, Dear ImGui will call AddFontDefault() to select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold.
// - 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). // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - 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. If you like the default font but want it to scale better, consider using the 'ProggyVector' from the same author! // - 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 \\ ! // - 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; //style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefault(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf");
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf");

View file

@ -394,6 +394,8 @@ IMPLEMENTING SUPPORT for ImGuiBackendFlags_RendererHasTextures:
When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files. When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
You can read releases logs https://github.com/ocornut/imgui/releases for more details. You can read releases logs https://github.com/ocornut/imgui/releases for more details.
- 2025/12/23 (1.92.6) - Fonts:AddFontDefault() now automatically selects an embedded font between the new scalable AddFontDefaultVector() and the classic pixel-clean AddFontDefaultBitmap().
The default selection is based on (style.FontSizeBase * FontScaleMain * FontScaleDpi) reaching a small threshold. Prefer calling either based on your own logic. You can call AddFontDefaultBitmap() to ensure legacy behavior.
- 2025/12/23 (1.92.6) - Fonts: removed ImFontConfig::PixelSnapV added in 1.92 which turns out is unnecessary (and misdocumented). Post-rescale GlyphOffset is always rounded. - 2025/12/23 (1.92.6) - Fonts: removed ImFontConfig::PixelSnapV added in 1.92 which turns out is unnecessary (and misdocumented). Post-rescale GlyphOffset is always rounded.
- 2025/12/17 (1.92.6) - Renamed helper macro IM_ARRAYSIZE() -> IM_COUNTOF(). Kept redirection/legacy name for now. - 2025/12/17 (1.92.6) - Renamed helper macro IM_ARRAYSIZE() -> IM_COUNTOF(). Kept redirection/legacy name for now.
- 2025/12/11 (1.92.6) - Hashing: handling of "###" operator to reset to seed within a string identifier doesn't include the "###" characters in the output hash anymore. - 2025/12/11 (1.92.6) - Hashing: handling of "###" operator to reset to seed within a string identifier doesn't include the "###" characters in the output hash anymore.

View file

@ -3640,8 +3640,9 @@ struct ImFontAtlas
IMGUI_API ImFontAtlas(); IMGUI_API ImFontAtlas();
IMGUI_API ~ImFontAtlas(); IMGUI_API ~ImFontAtlas();
IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg);
IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling. IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); // Selects between AddFontDefaultVector() and AddFontDefaultBitmap().
IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size. IMGUI_API ImFont* AddFontDefaultVector(const ImFontConfig* font_cfg = NULL); // Embedded scalable font. Recommended at any higher size.
IMGUI_API ImFont* AddFontDefaultBitmap(const ImFontConfig* font_cfg = NULL); // Embedded classic pixel-clean font. Recommended at Size 13px with no scaling.
IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL);
IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed. IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // Note: Transfer ownership of 'ttf_data' to ImFontAtlas! Will be deleted after destruction of the atlas. Set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed.
IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp. IMGUI_API ImFont* AddFontFromMemoryCompressedTTF(const void* compressed_font_data, int compressed_font_data_size, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data' still owned by caller. Compress with binary_to_compressed_c.cpp.

View file

@ -2518,6 +2518,7 @@ void ImTextureData::DestroyPixels()
//----------------------------------------------------------------------------- //-----------------------------------------------------------------------------
// - ImFontAtlas::AddFont() // - ImFontAtlas::AddFont()
// - ImFontAtlas::AddFontDefault() // - ImFontAtlas::AddFontDefault()
// - ImFontAtlas::AddFontDefaultBitmap()
// - ImFontAtlas::AddFontDefaultVector() // - ImFontAtlas::AddFontDefaultVector()
// - ImFontAtlas::AddFontFromFileTTF() // - ImFontAtlas::AddFontFromFileTTF()
// - ImFontAtlas::AddFontFromMemoryTTF() // - ImFontAtlas::AddFontFromMemoryTTF()
@ -3112,9 +3113,26 @@ static const char* GetDefaultCompressedFontDataProggyClean(int* out_size);
static const char* GetDefaultCompressedFontDataProggyVector(int* out_size); static const char* GetDefaultCompressedFontDataProggyVector(int* out_size);
#endif #endif
// Load embedded ProggyClean.ttf at size 13, disable oversampling // This duplicates some of the logic in UpdateFontsNewFrame() which is a bit chicken-and-eggy/tricky to extract due to variety of codepaths and possible initialization ordering.
// If you want a similar font which may be better scaled, consider using ProggyVector from the same author! static float GetExpectedContextFontSize(ImGuiContext* ctx)
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) {
return ((ctx->Style.FontSizeBase > 0.0f) ? ctx->Style.FontSizeBase : 13.0f) * ctx->Style.FontScaleMain * ctx->Style.FontScaleDpi;
}
// Legacy function with heuristic to select Pixel or Vector font.
// The selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold at the time of adding the default font.
// Prefer calling AddFontDefaultVector() or AddFontDefaultBitmap() based on your own logic.
ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg)
{
if (OwnerContext == NULL || GetExpectedContextFontSize(OwnerContext) >= 16.0f)
return AddFontDefaultVector(font_cfg);
else
return AddFontDefaultBitmap(font_cfg);
}
// Load embedded ProggyClean.ttf. Default size 13, disable oversampling.
// If you want a similar font which may be better scaled, consider using AddFontDefaultVector().
ImFont* ImFontAtlas::AddFontDefaultBitmap(const ImFontConfig* font_cfg_template)
{ {
#ifndef IMGUI_DISABLE_DEFAULT_FONT #ifndef IMGUI_DISABLE_DEFAULT_FONT
ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig();