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Docs: added more detailed information about UTF-8 encoding.
+ Revert mistakenly committed Win32+DX11 main.cpp from last commit.
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5 changed files with 104 additions and 64 deletions
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@ -628,10 +628,11 @@ builder.BuildRanges(&ranges); // Build the final result
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
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```
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All your strings need to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
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by using the u8"hello" syntax. Specifying literal in your source code using a local code page
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(such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
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Otherwise, you can convert yourself to UTF-8 or load text data from a file already saved as UTF-8.
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All your strings need to use UTF-8 encoding.
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You need to tell your compiler to use UTF-8, or in C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax.
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Specifying literal in your source code using a local code page (such as CP-923 for Japanese or CP-1251 for Cyrillic) will NOT work!
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See [About UTF-8 Encoding](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md#about-utf-8-encoding) section
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of [FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md) for details about UTF-8 Encoding.
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Text input: it is up to your application to pass the right character code by calling `io.AddInputCharacter()`.
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The applications in examples/ are doing that.
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