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Fonts: update misc comments, docs.
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41f4acfb4f
commit
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3 changed files with 26 additions and 14 deletions
35
imgui.cpp
35
imgui.cpp
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@ -21,9 +21,10 @@
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// - Issues & support ........... https://github.com/ocornut/imgui/issues
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// - Test Engine & Automation ... https://github.com/ocornut/imgui_test_engine (test suite, test engine to automate your apps)
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// For first-time users having issues compiling/linking/running/loading fonts:
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// For first-time users having issues compiling/linking/running:
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// please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
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// Everything else should be asked in 'Issues'! We are building a database of cross-linked knowledge there.
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// Since 1.92, we encourage font loading question to also be posted in 'Issues'.
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// Copyright (c) 2014-2025 Omar Cornut
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// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
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@ -347,12 +348,12 @@ CODE
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ImGui::Render();
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// Update textures
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for (ImTextureData* tex : ImGui::GetPlatformIO().Textures)
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ImDrawData* draw_data = ImGui::GetDrawData();
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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MyImGuiBackend_UpdateTexture(tex);
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// Render dear imgui contents, swap buffers
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ImDrawData* draw_data = ImGui::GetDrawData();
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MyImGuiBackend_RenderDrawData(draw_data);
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SwapBuffers();
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}
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@ -372,25 +373,32 @@ CODE
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{
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if (tex->Status == ImTextureStatus_WantCreate)
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{
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// create texture based on tex->Width/Height/Pixels
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// call tex->SetTexID() to specify backend-specific identifiers
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// tex->Status = ImTextureStatus_OK;
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// <create texture based on tex->Width/Height/Pixels>
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tex->SetTexID(xxxx); // specify backend-specific ImTextureID identifier
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tex->SetStatus(ImTextureStatus_OK);
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tex->BackendUserData = xxxx; // store more backend data
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}
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if (tex->Status == ImTextureStatus_WantUpdates)
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{
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// update texture blocks based on tex->UpdateRect
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// tex->Status = ImTextureStatus_OK;
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// <update texture blocks based on tex->UpdateRect>
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tex->SetStatus(ImTextureStatus_OK);
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}
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if (tex->Status == ImTextureStatus_WantDestroy)
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{
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// destroy texture
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// call tex->SetTexID(ImTextureID_Invalid)
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// tex->Status = ImTextureStatus_Destroyed;
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// <destroy texture>
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tex->SetTexID(ImTextureID_Invalid);
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tex->SetStatus(ImTextureStatus_Destroyed);
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}
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}
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void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data)
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{
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if (draw_data->Textures != nullptr)
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for (ImTextureData* tex : *draw_data->Textures)
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if (tex->Status != ImTextureStatus_OK)
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MyImGuiBackend_UpdateTexture(tex);
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// TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
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// TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
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// TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
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@ -407,7 +415,10 @@ CODE
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const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
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if (pcmd->UserCallback)
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{
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pcmd->UserCallback(cmd_list, pcmd);
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if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
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MyEngineResetRenderState();
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else
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pcmd->UserCallback(cmd_list, pcmd);
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}
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else
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{
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