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Fonts: comments, tweaks, minor amends.
Comments, tweaks
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3 changed files with 67 additions and 41 deletions
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@ -1777,13 +1777,12 @@ static void DemoWindowWidgetsImages()
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"Hover the texture for a zoomed view!");
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// Below we are displaying the font texture because it is the only texture we have access to inside the demo!
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// Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that
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// will be passed to the rendering backend via the ImDrawCmd structure.
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// Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers.
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// If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top
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// of their respective source file to specify what they expect to be stored in ImTextureID, for example:
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// - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer
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// of their respective source file to specify what they are using as texture identifier, for example:
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// - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer.
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// - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc.
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// More:
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// So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID.
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// - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers
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// to ImGui::Image(), and gather width/height through your own functions, etc.
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// - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer,
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@ -1791,14 +1790,19 @@ static void DemoWindowWidgetsImages()
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// - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage().
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// - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md
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// - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples
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// Grab the current texture identifier used by the font atlas.
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ImTextureRef my_tex_id = io.Fonts->TexRef;
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// Regular user code should never have to care about TexData-> fields, but since we want to display the entire texture here, we pull Width/Height from it.
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float my_tex_w = (float)io.Fonts->TexData->Width;
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float my_tex_h = (float)io.Fonts->TexData->Height;
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{
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ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h);
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ImVec2 pos = ImGui::GetCursorScreenPos();
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ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
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ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
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ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left
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ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right
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ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize));
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ImGui::ImageWithBg(my_tex_id, ImVec2(my_tex_w, my_tex_h), uv_min, uv_max, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
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if (ImGui::BeginItemTooltip())
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