diff --git a/.gitignore b/.gitignore index 6cadd63b4..6f6c50cb4 100644 --- a/.gitignore +++ b/.gitignore @@ -29,8 +29,9 @@ ipch ## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update JSON/ -## Commonly used CMake directories +## Commonly used CMake directories & CMake CPM cache build*/ +.cache ## Xcode & macOS artifacts project.xcworkspace diff --git a/backends/imgui_impl_allegro5.cpp b/backends/imgui_impl_allegro5.cpp index b990aa8f6..1babd4099 100644 --- a/backends/imgui_impl_allegro5.cpp +++ b/backends/imgui_impl_allegro5.cpp @@ -2,7 +2,8 @@ // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: -// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Clipboard support (from Allegro 5.1.12). // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. @@ -21,6 +22,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). // 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. // 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). // 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: @@ -138,6 +140,13 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplAllegro5_UpdateTexture(tex); + // Backup Allegro state that will be modified ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); @@ -233,43 +242,7 @@ void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) bool ImGui_ImplAllegro5_CreateDeviceObjects() { - // Build texture atlas ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // Create texture - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - int flags = al_get_new_bitmap_flags(); - int fmt = al_get_new_bitmap_format(); - al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); - al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); - ALLEGRO_BITMAP* img = al_create_bitmap(width, height); - al_set_new_bitmap_flags(flags); - al_set_new_bitmap_format(fmt); - if (!img) - return false; - - ALLEGRO_LOCKED_REGION* locked_img = al_lock_bitmap(img, al_get_bitmap_format(img), ALLEGRO_LOCK_WRITEONLY); - if (!locked_img) - { - al_destroy_bitmap(img); - return false; - } - memcpy(locked_img->data, pixels, sizeof(int) * width * height); - al_unlock_bitmap(img); - - // Convert software texture to hardware texture. - ALLEGRO_BITMAP* cloned_img = al_clone_bitmap(img); - al_destroy_bitmap(img); - if (!cloned_img) - return false; - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)cloned_img); - bd->Texture = cloned_img; // Create an invisible mouse cursor // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. @@ -280,16 +253,81 @@ bool ImGui_ImplAllegro5_CreateDeviceObjects() return true; } +void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + const int new_bitmap_flags = al_get_new_bitmap_flags(); + int new_bitmap_format = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height); + al_set_new_bitmap_flags(new_bitmap_flags); + al_set_new_bitmap_format(new_bitmap_format); + IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!"); + + // Upload pixels + ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap(cpu_bitmap, al_get_bitmap_format(cpu_bitmap), ALLEGRO_LOCK_WRITEONLY); + IM_ASSERT(locked_region != nullptr && "Backend failed to create texture!"); + memcpy(locked_region->data, tex->GetPixels(), tex->GetSizeInBytes()); + al_unlock_bitmap(cpu_bitmap); + + // Convert software texture to hardware texture. + ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap); + al_destroy_bitmap(cpu_bitmap); + IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImTextureRect r_bb = tex->UpdateRect; // Bounding box encompassing all individual updates + ALLEGRO_BITMAP* gpu_bitmap = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID; + ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap_region(gpu_bitmap, r_bb.x, r_bb.y, r_bb.w, r_bb.h, al_get_bitmap_format(gpu_bitmap), ALLEGRO_LOCK_WRITEONLY); + IM_ASSERT(locked_region && "Backend failed to update texture!"); + for (ImTextureRect& r : tex->Updates) + for (int y = 0; y < r.h; y++) + memcpy((unsigned char*)locked_region->data + locked_region->pitch * (r.y - r_bb.y + y) + (r.x - r_bb.x) * tex->BytesPerPixel, // dst + tex->GetPixelsAt(r.x, r.y + y), r.w * tex->BytesPerPixel); // src, block pitch + al_unlock_bitmap(gpu_bitmap); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + ALLEGRO_BITMAP* backend_tex = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID; + if (backend_tex) + al_destroy_bitmap(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + void ImGui_ImplAllegro5_InvalidateDeviceObjects() { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); - if (bd->Texture) - { - io.Fonts->SetTexID(0); - al_destroy_bitmap(bd->Texture); - bd->Texture = nullptr; - } + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplAllegro5_UpdateTexture(tex); + } + + // Destroy mouse cursor if (bd->MouseCursorInvisible) { al_destroy_mouse_cursor(bd->MouseCursorInvisible); @@ -440,6 +478,7 @@ bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) io.BackendPlatformUserData = (void*)bd; io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->Display = display; bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE; @@ -479,7 +518,7 @@ void ImGui_ImplAllegro5_Shutdown() io.BackendPlatformName = io.BackendRendererName = nullptr; io.BackendPlatformUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures); IM_DELETE(bd); } @@ -609,12 +648,8 @@ void ImGui_ImplAllegro5_NewFrame() ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); - if (!bd->Texture) - ImGui_ImplAllegro5_CreateDeviceObjects(); - - ImGuiIO& io = ImGui::GetIO(); - // Setup display size (every frame to accommodate for window resizing) + ImGuiIO& io = ImGui::GetIO(); int w, h; w = al_get_display_width(bd->Display); h = al_get_display_height(bd->Display); diff --git a/backends/imgui_impl_allegro5.h b/backends/imgui_impl_allegro5.h index e67ffe509..d2af7836f 100644 --- a/backends/imgui_impl_allegro5.h +++ b/backends/imgui_impl_allegro5.h @@ -2,7 +2,8 @@ // (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) // Implemented features: -// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] // [X] Platform: Clipboard support (from Allegro 5.1.12). // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. @@ -37,4 +38,7 @@ IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_dx10.cpp b/backends/imgui_impl_dx10.cpp index 11f221898..48e9af9ee 100644 --- a/backends/imgui_impl_dx10.cpp +++ b/backends/imgui_impl_dx10.cpp @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -17,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). // 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. @@ -51,6 +53,12 @@ #endif // DirectX10 data +struct ImGui_ImplDX10_Texture +{ + ID3D10Texture2D* pTexture; + ID3D10ShaderResourceView* pTextureView; +}; + struct ImGui_ImplDX10_Data { ID3D10Device* pd3dDevice; @@ -62,7 +70,6 @@ struct ImGui_ImplDX10_Data ID3D10Buffer* pVertexConstantBuffer; ID3D10PixelShader* pPixelShader; ID3D10SamplerState* pFontSampler; - ID3D10ShaderResourceView* pFontTextureView; ID3D10RasterizerState* pRasterizerState; ID3D10BlendState* pBlendState; ID3D10DepthStencilState* pDepthStencilState; @@ -153,6 +160,13 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); ID3D10Device* device = bd->pd3dDevice; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX10_UpdateTexture(tex); + // Create and grow vertex/index buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { @@ -310,21 +324,39 @@ void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } -static void ImGui_ImplDX10_CreateFontsTexture() +static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; + if (backend_tex == nullptr) + return; + IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTexture->Release(); + backend_tex->pTextureView->Release(); + IM_DELETE(backend_tex); - // Upload texture to graphics system + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + tex->BackendUserData = nullptr; +} + +void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + unsigned int* pixels = (unsigned int*)tex->GetPixels(); + ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)(); + + // Create texture D3D10_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); - desc.Width = width; - desc.Height = height; + desc.Width = (UINT)tex->Width; + desc.Height = (UINT)tex->Height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -333,13 +365,12 @@ static void ImGui_ImplDX10_CreateFontsTexture() desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - ID3D10Texture2D* pTexture = nullptr; D3D10_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - IM_ASSERT(pTexture != nullptr); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); + IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); // Create texture view D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -348,23 +379,29 @@ static void ImGui_ImplDX10_CreateFontsTexture() srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MipLevels = desc.MipLevels; srv_desc.Texture2D.MostDetailedMip = 0; - bd->pd3dDevice->CreateShaderResourceView(pTexture, &srv_desc, &bd->pFontTextureView); - pTexture->Release(); + bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView); + IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = backend_tex; } - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); -} - -static void ImGui_ImplDX10_DestroyFontsTexture() -{ - ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); - if (bd->pFontTextureView) + else if (tex->Status == ImTextureStatus_WantUpdates) { - bd->pFontTextureView->Release(); - bd->pFontTextureView = nullptr; - ImGui::GetIO().Fonts->SetTexID(0); // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; + IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); + for (ImTextureRect& r : tex->Updates) + { + D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 }; + bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); + } + tex->SetStatus(ImTextureStatus_OK); } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplDX10_DestroyTexture(tex); } bool ImGui_ImplDX10_CreateDeviceObjects() @@ -372,8 +409,7 @@ bool ImGui_ImplDX10_CreateDeviceObjects() ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); if (!bd->pd3dDevice) return false; - if (bd->pFontSampler) - ImGui_ImplDX10_InvalidateDeviceObjects(); + ImGui_ImplDX10_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX10 sample code but remove this dependency you can: @@ -532,8 +568,6 @@ bool ImGui_ImplDX10_CreateDeviceObjects() bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } - ImGui_ImplDX10_CreateFontsTexture(); - return true; } @@ -543,8 +577,10 @@ void ImGui_ImplDX10_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; - ImGui_ImplDX10_DestroyFontsTexture(); - + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX10_DestroyTexture(tex); if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } @@ -568,8 +604,12 @@ bool ImGui_ImplDX10_Init(ID3D10Device* device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx10"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; + // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; IDXGIAdapter* pDXGIAdapter = nullptr; @@ -602,7 +642,7 @@ void ImGui_ImplDX10_Shutdown() if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } diff --git a/backends/imgui_impl_dx10.h b/backends/imgui_impl_dx10.h index 07bbd9ffd..815113120 100644 --- a/backends/imgui_impl_dx10.h +++ b/backends/imgui_impl_dx10.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -32,6 +33,9 @@ IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex); + // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) diff --git a/backends/imgui_impl_dx11.cpp b/backends/imgui_impl_dx11.cpp index 6bc6ec790..25703d7b9 100644 --- a/backends/imgui_impl_dx11.cpp +++ b/backends/imgui_impl_dx11.cpp @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. @@ -18,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). // 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports. // 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. @@ -54,6 +56,12 @@ #endif // DirectX11 data +struct ImGui_ImplDX11_Texture +{ + ID3D11Texture2D* pTexture; + ID3D11ShaderResourceView* pTextureView; +}; + struct ImGui_ImplDX11_Data { ID3D11Device* pd3dDevice; @@ -66,7 +74,6 @@ struct ImGui_ImplDX11_Data ID3D11Buffer* pVertexConstantBuffer; ID3D11PixelShader* pPixelShader; ID3D11SamplerState* pFontSampler; - ID3D11ShaderResourceView* pFontTextureView; ID3D11RasterizerState* pRasterizerState; ID3D11BlendState* pBlendState; ID3D11DepthStencilState* pDepthStencilState; @@ -161,6 +168,13 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); ID3D11DeviceContext* device = bd->pd3dDeviceContext; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX11_UpdateTexture(tex); + // Create and grow vertex/index buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { @@ -328,21 +342,39 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); } -static void ImGui_ImplDX11_CreateFontsTexture() +static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; + if (backend_tex == nullptr) + return; + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTextureView->Release(); + backend_tex->pTexture->Release(); + IM_DELETE(backend_tex); - // Upload texture to graphics system + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + tex->BackendUserData = nullptr; +} + +void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + unsigned int* pixels = (unsigned int*)tex->GetPixels(); + ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)(); + + // Create texture D3D11_TEXTURE2D_DESC desc; ZeroMemory(&desc, sizeof(desc)); - desc.Width = width; - desc.Height = height; + desc.Width = (UINT)tex->Width; + desc.Height = (UINT)tex->Height; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -350,14 +382,12 @@ static void ImGui_ImplDX11_CreateFontsTexture() desc.Usage = D3D11_USAGE_DEFAULT; desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = 0; - - ID3D11Texture2D* pTexture = nullptr; D3D11_SUBRESOURCE_DATA subResource; subResource.pSysMem = pixels; subResource.SysMemPitch = desc.Width * 4; subResource.SysMemSlicePitch = 0; - bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &pTexture); - IM_ASSERT(pTexture != nullptr); + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); + IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); // Create texture view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; @@ -366,23 +396,29 @@ static void ImGui_ImplDX11_CreateFontsTexture() srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MipLevels = desc.MipLevels; srvDesc.Texture2D.MostDetailedMip = 0; - bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, &bd->pFontTextureView); - pTexture->Release(); + bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView); + IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = backend_tex; } - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->pFontTextureView); -} - -static void ImGui_ImplDX11_DestroyFontsTexture() -{ - ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); - if (bd->pFontTextureView) + else if (tex->Status == ImTextureStatus_WantUpdates) { - bd->pFontTextureView->Release(); - bd->pFontTextureView = nullptr; - ImGui::GetIO().Fonts->SetTexID(0); // We copied data->pFontTextureView to io.Fonts->TexID so let's clear that as well. + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + for (ImTextureRect& r : tex->Updates) + { + D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 }; + bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); + } + tex->SetStatus(ImTextureStatus_OK); } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplDX11_DestroyTexture(tex); } bool ImGui_ImplDX11_CreateDeviceObjects() @@ -390,8 +426,7 @@ bool ImGui_ImplDX11_CreateDeviceObjects() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); if (!bd->pd3dDevice) return false; - if (bd->pFontSampler) - ImGui_ImplDX11_InvalidateDeviceObjects(); + ImGui_ImplDX11_InvalidateDeviceObjects(); // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) // If you would like to use this DX11 sample code but remove this dependency you can: @@ -550,8 +585,6 @@ bool ImGui_ImplDX11_CreateDeviceObjects() bd->pd3dDevice->CreateSamplerState(&desc, &bd->pFontSampler); } - ImGui_ImplDX11_CreateFontsTexture(); - return true; } @@ -561,7 +594,10 @@ void ImGui_ImplDX11_InvalidateDeviceObjects() if (!bd->pd3dDevice) return; - ImGui_ImplDX11_DestroyFontsTexture(); + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX11_DestroyTexture(tex); if (bd->pFontSampler) { bd->pFontSampler->Release(); bd->pFontSampler = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } @@ -586,8 +622,12 @@ bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_co io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx11"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + // Get factory from device IDXGIDevice* pDXGIDevice = nullptr; IDXGIAdapter* pDXGIAdapter = nullptr; @@ -624,7 +664,7 @@ void ImGui_ImplDX11_Shutdown() if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -633,7 +673,7 @@ void ImGui_ImplDX11_NewFrame() ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?"); - if (!bd->pFontSampler) + if (!bd->pVertexShader) ImGui_ImplDX11_CreateDeviceObjects(); } diff --git a/backends/imgui_impl_dx11.h b/backends/imgui_impl_dx11.h index acdd62cc5..6f7798d76 100644 --- a/backends/imgui_impl_dx11.h +++ b/backends/imgui_impl_dx11.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. @@ -34,6 +35,9 @@ IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex); + // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) diff --git a/backends/imgui_impl_dx12.cpp b/backends/imgui_impl_dx12.cpp index 51b203cb2..07db161c1 100644 --- a/backends/imgui_impl_dx12.cpp +++ b/backends/imgui_impl_dx12.cpp @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. @@ -22,6 +23,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). // 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429) // 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. @@ -260,6 +262,13 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX12_UpdateTexture(tex); + // FIXME: We are assuming that this only gets called once per frame! ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; @@ -393,18 +402,39 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL platform_io.Renderer_RenderState = nullptr; } -static void ImGui_ImplDX12_CreateFontsTexture() +static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; + if (backend_tex == nullptr) + return; + IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); + bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle); + SafeRelease(backend_tex->pTextureResource); + backend_tex->hFontSrvCpuDescHandle.ptr = 0; + backend_tex->hFontSrvGpuDescHandle.ptr = 0; + IM_DELETE(backend_tex); - // Upload texture to graphics system - ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture; + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + tex->BackendUserData = nullptr; +} + +void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in? + + if (tex->Status == ImTextureStatus_WantCreate) { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)(); + bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle + D3D12_HEAP_PROPERTIES props = {}; props.Type = D3D12_HEAP_TYPE_DEFAULT; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; @@ -414,8 +444,8 @@ static void ImGui_ImplDX12_CreateFontsTexture() ZeroMemory(&desc, sizeof(desc)); desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; desc.Alignment = 0; - desc.Width = width; - desc.Height = height; + desc.Width = tex->Width; + desc.Height = tex->Height; desc.DepthOrArraySize = 1; desc.MipLevels = 1; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; @@ -428,8 +458,47 @@ static void ImGui_ImplDX12_CreateFontsTexture() bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); - UINT upload_pitch = (width * 4 + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); - UINT upload_size = height * upload_pitch; + // Create SRV + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle); + SafeRelease(backend_tex->pTextureResource); + backend_tex->pTextureResource = pTexture; + + // Store identifiers + tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr); + tex->BackendUserData = backend_tex; + need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier + // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. + } + + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { + ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + // FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[] + // - Copy all blocks contiguously in upload buffer. + // - Barrier before copy, submit all CopyTextureRegion(), barrier after copy. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + UINT upload_pitch_src = upload_w * tex->BytesPerPixel; + UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT upload_size = upload_pitch_dst * upload_h; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; desc.Alignment = 0; desc.Width = upload_size; @@ -442,47 +511,19 @@ static void ImGui_ImplDX12_CreateFontsTexture() desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; desc.Flags = D3D12_RESOURCE_FLAG_NONE; + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); props.Type = D3D12_HEAP_TYPE_UPLOAD; props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + // FIXME-OPT: Can upload buffer be reused? ID3D12Resource* uploadBuffer = nullptr; HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&uploadBuffer)); IM_ASSERT(SUCCEEDED(hr)); - void* mapped = nullptr; - D3D12_RANGE range = { 0, upload_size }; - hr = uploadBuffer->Map(0, &range, &mapped); - IM_ASSERT(SUCCEEDED(hr)); - for (int y = 0; y < height; y++) - memcpy((void*) ((uintptr_t) mapped + y * upload_pitch), pixels + y * width * 4, width * 4); - uploadBuffer->Unmap(0, &range); - - D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; - D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; - { - srcLocation.pResource = uploadBuffer; - srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; - srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srcLocation.PlacedFootprint.Footprint.Width = width; - srcLocation.PlacedFootprint.Footprint.Height = height; - srcLocation.PlacedFootprint.Footprint.Depth = 1; - srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch; - - dstLocation.pResource = pTexture; - dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; - dstLocation.SubresourceIndex = 0; - } - - D3D12_RESOURCE_BARRIER barrier = {}; - barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; - barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; - barrier.Transition.pResource = pTexture; - barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; - barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; - barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; - + // Create temporary command list and execute immediately ID3D12Fence* fence = nullptr; hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence)); IM_ASSERT(SUCCEEDED(hr)); @@ -490,16 +531,63 @@ static void ImGui_ImplDX12_CreateFontsTexture() HANDLE event = ::CreateEvent(0, 0, 0, 0); IM_ASSERT(event != nullptr); + // FIXME-OPT: Create once and reuse? ID3D12CommandAllocator* cmdAlloc = nullptr; hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&cmdAlloc)); IM_ASSERT(SUCCEEDED(hr)); + // FIXME-OPT: Can be use the one from user? (pass ID3D12GraphicsCommandList* to ImGui_ImplDX12_UpdateTextures) ID3D12GraphicsCommandList* cmdList = nullptr; hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, cmdAlloc, nullptr, IID_PPV_ARGS(&cmdList)); IM_ASSERT(SUCCEEDED(hr)); - cmdList->CopyTextureRegion(&dstLocation, 0, 0, 0, &srcLocation, nullptr); - cmdList->ResourceBarrier(1, &barrier); + // Copy to upload buffer + void* mapped = nullptr; + D3D12_RANGE range = { 0, upload_size }; + hr = uploadBuffer->Map(0, &range, &mapped); + IM_ASSERT(SUCCEEDED(hr)); + for (int y = 0; y < upload_h; y++) + memcpy((void*)((uintptr_t)mapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src); + uploadBuffer->Unmap(0, &range); + + if (need_barrier_before_copy) + { + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = backend_tex->pTextureResource; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; + cmdList->ResourceBarrier(1, &barrier); + } + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + { + srcLocation.pResource = uploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = upload_w; + srcLocation.PlacedFootprint.Footprint.Height = upload_h; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst; + dstLocation.pResource = backend_tex->pTextureResource; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + } + cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr); + + { + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = backend_tex->pTextureResource; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + cmdList->ResourceBarrier(1, &barrier); + } hr = cmdList->Close(); IM_ASSERT(SUCCEEDED(hr)); @@ -509,6 +597,10 @@ static void ImGui_ImplDX12_CreateFontsTexture() hr = cmdQueue->Signal(fence, 1); IM_ASSERT(SUCCEEDED(hr)); + // FIXME-OPT: Suboptimal? + // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version) + // - Store per-frame in flight: upload buffer? + // - Where do cmdList and cmdAlloc fit? fence->SetEventOnCompletion(1, event); ::WaitForSingleObject(event, INFINITE); @@ -517,22 +609,11 @@ static void ImGui_ImplDX12_CreateFontsTexture() ::CloseHandle(event); fence->Release(); uploadBuffer->Release(); - - // Create texture view - D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; - ZeroMemory(&srvDesc, sizeof(srvDesc)); - srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; - srvDesc.Texture2D.MipLevels = desc.MipLevels; - srvDesc.Texture2D.MostDetailedMip = 0; - srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; - bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, font_tex->hFontSrvCpuDescHandle); - SafeRelease(font_tex->pTextureResource); - font_tex->pTextureResource = pTexture; + tex->SetStatus(ImTextureStatus_OK); } - // Store our identifier - io.Fonts->SetTexID((ImTextureID)font_tex->hFontSrvGpuDescHandle.ptr); + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight) + ImGui_ImplDX12_DestroyTexture(tex); } bool ImGui_ImplDX12_CreateDeviceObjects() @@ -764,8 +845,6 @@ bool ImGui_ImplDX12_CreateDeviceObjects() if (result_pipeline_state != S_OK) return false; - ImGui_ImplDX12_CreateFontsTexture(); - return true; } @@ -788,12 +867,10 @@ void ImGui_ImplDX12_InvalidateDeviceObjects() SafeRelease(bd->pRootSignature); SafeRelease(bd->pPipelineState); - // Free SRV descriptor used by texture - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplDX12_Texture* font_tex = &bd->FontTexture; - bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, font_tex->hFontSrvCpuDescHandle, font_tex->hFontSrvGpuDescHandle); - SafeRelease(font_tex->pTextureResource); - io.Fonts->SetTexID(0); // We copied bd->hFontSrvGpuDescHandle to io.Fonts->TexID so let's clear that as well. + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX12_DestroyTexture(tex); } bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) @@ -818,7 +895,9 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx12"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) ImGui_ImplDX12_InitPlatformInterface(); @@ -848,10 +927,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) }; } #endif - - // Allocate 1 SRV descriptor for the font texture IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); - init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle); return true; } @@ -879,6 +955,9 @@ bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FO bool ret = ImGui_ImplDX12_Init(&init_info); ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); bd->commandQueueOwned = true; + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures. + return ret; } #endif @@ -906,7 +985,7 @@ void ImGui_ImplDX12_Shutdown() io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } diff --git a/backends/imgui_impl_dx12.h b/backends/imgui_impl_dx12.h index c82514c59..7d4c04378 100644 --- a/backends/imgui_impl_dx12.h +++ b/backends/imgui_impl_dx12.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. @@ -64,6 +65,9 @@ IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex); + // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) diff --git a/backends/imgui_impl_dx9.cpp b/backends/imgui_impl_dx9.cpp index ef2ba13e3..1fb535ac1 100644 --- a/backends/imgui_impl_dx9.cpp +++ b/backends/imgui_impl_dx9.cpp @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. @@ -18,6 +19,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. // 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -52,7 +54,6 @@ struct ImGui_ImplDX9_Data LPDIRECT3DDEVICE9 pd3dDevice; LPDIRECT3DVERTEXBUFFER9 pVB; LPDIRECT3DINDEXBUFFER9 pIB; - LPDIRECT3DTEXTURE9 FontTexture; int VertexBufferSize; int IndexBufferSize; bool HasRgbaSupport; @@ -171,6 +172,13 @@ void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX9_UpdateTexture(tex); + // Create and grow buffers if needed if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) { @@ -335,8 +343,12 @@ bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_dx9"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096; + bd->pd3dDevice = device; bd->pd3dDevice->AddRef(); bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); @@ -357,12 +369,12 @@ void ImGui_ImplDX9_Shutdown() if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) -static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) { #ifndef IMGUI_USE_BGRA_PACKED_COLOR ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); @@ -383,28 +395,61 @@ static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, ImU32* src, int } } -static bool ImGui_ImplDX9_CreateFontsTexture() +void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); - unsigned char* pixels; - int width, height, bytes_per_pixel; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel); - // Upload texture to graphics system - bd->FontTexture = nullptr; - if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, nullptr) < 0) - return false; - D3DLOCKED_RECT tex_locked_rect; - if (bd->FontTexture->LockRect(0, &tex_locked_rect, nullptr, 0) != D3D_OK) - return false; - ImGui_ImplDX9_CopyTextureRegion(io.Fonts->TexPixelsUseColors, (ImU32*)pixels, width * bytes_per_pixel, (ImU32*)tex_locked_rect.pBits, (int)tex_locked_rect.Pitch, width, height); - bd->FontTexture->UnlockRect(0); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + LPDIRECT3DTEXTURE9 dx_tex = nullptr; + HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr); + if (hr < 0) + { + IM_ASSERT(hr >= 0 && "Backend failed to create texture!"); + return; + } - // Store our identifier - io.Fonts->SetTexID((ImTextureID)bd->FontTexture); - return true; + D3DLOCKED_RECT locked_rect; + if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK) + { + ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height); + dx_tex->UnlockRect(0); + } + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)dx_tex); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID; + RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) }; + D3DLOCKED_RECT locked_rect; + if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK) + for (ImTextureRect& r : tex->Updates) + ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4, + (ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h); + backend_tex->UnlockRect(0); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID; + if (backend_tex == nullptr) + return; + IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex); + backend_tex->Release(); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } } bool ImGui_ImplDX9_CreateDeviceObjects() @@ -412,8 +457,6 @@ bool ImGui_ImplDX9_CreateDeviceObjects() ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return false; - if (!ImGui_ImplDX9_CreateFontsTexture()) - return false; ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); return true; } @@ -423,9 +466,16 @@ void ImGui_ImplDX9_InvalidateDeviceObjects() ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); if (!bd || !bd->pd3dDevice) return; + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplDX9_UpdateTexture(tex); + } if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } - if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = nullptr; ImGui::GetIO().Fonts->SetTexID(0); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well. ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); } @@ -433,9 +483,7 @@ void ImGui_ImplDX9_NewFrame() { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplDX9_CreateDeviceObjects(); + IM_UNUSED(bd); } //-------------------------------------------------------------------------------------------------------- diff --git a/backends/imgui_impl_dx9.h b/backends/imgui_impl_dx9.h index 983d956e9..09f1d30de 100644 --- a/backends/imgui_impl_dx9.h +++ b/backends/imgui_impl_dx9.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. Win32) // Implemented features: -// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. @@ -31,4 +32,7 @@ IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_glfw.cpp b/backends/imgui_impl_glfw.cpp index 0fc230034..806e01673 100644 --- a/backends/imgui_impl_glfw.cpp +++ b/backends/imgui_impl_glfw.cpp @@ -31,6 +31,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps. // 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. // 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587) // 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102. @@ -974,6 +975,33 @@ static void ImGui_ImplGlfw_UpdateMonitors() } } +// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. +// - Apple platforms use FramebufferScale so we always return 1.0f. +// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. +float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) +{ +#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__) + float x_scale, y_scale; + glfwGetWindowContentScale(window, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(window); + return 1.0f; +#endif +} + +float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) +{ +#if GLFW_HAS_PER_MONITOR_DPI && !defined(__APPLE__) + float x_scale, y_scale; + glfwGetMonitorContentScale(monitor, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(monitor); + return 1.0f; +#endif +} + static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) { int w, h; diff --git a/backends/imgui_impl_glfw.h b/backends/imgui_impl_glfw.h index fb6f3118a..f3f8844a2 100644 --- a/backends/imgui_impl_glfw.h +++ b/backends/imgui_impl_glfw.h @@ -65,5 +65,8 @@ IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int // GLFW helpers IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_metal.h b/backends/imgui_impl_metal.h index f2a8be7d3..430bba8f0 100644 --- a/backends/imgui_impl_metal.h +++ b/backends/imgui_impl_metal.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -36,11 +37,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id commandEncoder); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(id device); -IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + #endif //----------------------------------------------------------------------------- @@ -63,11 +65,12 @@ IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, MTL::RenderCommandEncoder* commandEncoder); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device); -IMGUI_IMPL_API void ImGui_ImplMetal_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + #endif #endif diff --git a/backends/imgui_impl_metal.mm b/backends/imgui_impl_metal.mm index a953bcaf3..ff052806a 100644 --- a/backends/imgui_impl_metal.mm +++ b/backends/imgui_impl_metal.mm @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. OSX) // Implemented features: -// [X] Renderer: User texture binding. Use 'MTLTexture' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. @@ -17,6 +18,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture(). // 2025-02-03: Metal: Crash fix. (#8367) // 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419). // 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. @@ -67,6 +69,11 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); - (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; @end +@interface MetalTexture : NSObject +@property (nonatomic, strong) id metalTexture; +- (instancetype)initWithTexture:(id)metalTexture; +@end + // A singleton that stores long-lived objects that are needed by the Metal // renderer backend. Stores the render pipeline state cache and the default // font texture, and manages the reusable buffer cache. @@ -75,7 +82,6 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); @property (nonatomic, strong) id depthStencilState; @property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient @property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors -@property (nonatomic, strong, nullable) id fontTexture; @property (nonatomic, strong) NSMutableArray* bufferCache; @property (nonatomic, assign) double lastBufferCachePurge; - (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; @@ -118,11 +124,6 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, } -bool ImGui_ImplMetal_CreateFontsTexture(MTL::Device* device) -{ - return ImGui_ImplMetal_CreateFontsTexture((__bridge id)(device)); -} - bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) { return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); @@ -142,6 +143,7 @@ bool ImGui_ImplMetal_Init(id device) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_metal"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) bd->SharedMetalContext = [[MetalContext alloc] init]; @@ -164,7 +166,7 @@ void ImGui_ImplMetal_Shutdown() ImGuiIO& io = ImGui::GetIO(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); } void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) @@ -180,7 +182,7 @@ void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); } -static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id commandBuffer, id commandEncoder, id renderPipelineState, MetalBuffer* vertexBuffer, size_t vertexBufferOffset) { @@ -196,17 +198,17 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, idDisplaySize.x * drawData->FramebufferScale.x), - .height = (double)(drawData->DisplaySize.y * drawData->FramebufferScale.y), + .width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x), + .height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y), .znear = 0.0, .zfar = 1.0 }; [commandEncoder setViewport:viewport]; - float L = drawData->DisplayPos.x; - float R = drawData->DisplayPos.x + drawData->DisplaySize.x; - float T = drawData->DisplayPos.y; - float B = drawData->DisplayPos.y + drawData->DisplaySize.y; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; float N = (float)viewport.znear; float F = (float)viewport.zfar; const float ortho_projection[4][4] = @@ -225,17 +227,24 @@ static void ImGui_ImplMetal_SetupRenderState(ImDrawData* drawData, id commandBuffer, id commandEncoder) +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); MetalContext* ctx = bd->SharedMetalContext; // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) - int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x); - int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y); - if (fb_width <= 0 || fb_height <= 0 || drawData->CmdListsCount == 0) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdListsCount == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplMetal_UpdateTexture(tex); + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame // The hit rate for this cache should be very near 100%. id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; @@ -248,23 +257,23 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; } - size_t vertexBufferLength = (size_t)drawData->TotalVtxCount * sizeof(ImDrawVert); - size_t indexBufferLength = (size_t)drawData->TotalIdxCount * sizeof(ImDrawIdx); + size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; - ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); // Will project scissor/clipping rectangles into framebuffer space - ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports - ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) // Render command lists size_t vertexBufferOffset = 0; size_t indexBufferOffset = 0; - for (int n = 0; n < drawData->CmdListsCount; n++) + for (int n = 0; n < draw_data->CmdListsCount; n++) { - const ImDrawList* draw_list = drawData->CmdLists[n]; + const ImDrawList* draw_list = draw_data->CmdLists[n]; memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); @@ -277,7 +286,7 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) - ImGui_ImplMetal_SetupRenderState(drawData, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); else pcmd->UserCallback(draw_list, pcmd); } @@ -337,42 +346,71 @@ void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, id c }]; } -bool ImGui_ImplMetal_CreateFontsTexture(id device) +static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex) { - ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); + MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData); + if (backend_tex == nullptr) + return; + IM_ASSERT(backend_tex.metalTexture == (__bridge id)(void*)(intptr_t)tex->TexID); + backend_tex.metalTexture = nil; - // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. - // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. - // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. - // You can make that change in your implementation. - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm - width:(NSUInteger)width - height:(NSUInteger)height - mipmapped:NO]; - textureDescriptor.usage = MTLTextureUsageShaderRead; -#if TARGET_OS_OSX || TARGET_OS_MACCATALYST - textureDescriptor.storageMode = MTLStorageModeManaged; -#else - textureDescriptor.storageMode = MTLStorageModeShared; -#endif - id texture = [device newTextureWithDescriptor:textureDescriptor]; - [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)width, (NSUInteger)height) mipmapLevel:0 withBytes:pixels bytesPerRow:(NSUInteger)width * 4]; - bd->SharedMetalContext.fontTexture = texture; - io.Fonts->SetTexID((ImTextureID)(intptr_t)(__bridge void*)bd->SharedMetalContext.fontTexture); // ImTextureID == ImU64 - - return (bd->SharedMetalContext.fontTexture != nil); + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + tex->BackendUserData = nullptr; } -void ImGui_ImplMetal_DestroyFontsTexture() +void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGuiIO& io = ImGui::GetIO(); - bd->SharedMetalContext.fontTexture = nil; - io.Fonts->SetTexID(0); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)tex->Width + height:(NSUInteger)tex->Height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; + #if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; + #else + textureDescriptor.storageMode = MTLStorageModeShared; + #endif + id texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4]; + MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture]; + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)texture); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = (__bridge_retained void*)(backend_tex); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData); + for (ImTextureRect& r : tex->Updates) + { + [backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h) + mipmapLevel:0 + withBytes:tex->GetPixelsAt(r.x, r.y) + bytesPerRow:(NSUInteger)tex->Width * 4]; + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + { + ImGui_ImplMetal_DestroyTexture(tex); + } } bool ImGui_ImplMetal_CreateDeviceObjects(id device) @@ -386,14 +424,19 @@ bool ImGui_ImplMetal_CreateDeviceObjects(id device) #ifdef IMGUI_IMPL_METAL_CPP [depthStencilDescriptor release]; #endif - ImGui_ImplMetal_CreateFontsTexture(device); + return true; } void ImGui_ImplMetal_DestroyDeviceObjects() { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); - ImGui_ImplMetal_DestroyFontsTexture(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplMetal_DestroyTexture(tex); + ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; } @@ -604,6 +647,18 @@ static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() @end +#pragma mark - MetalTexture implementation + +@implementation MetalTexture +- (instancetype)initWithTexture:(id)metalTexture +{ + if ((self = [super init])) + self.metalTexture = metalTexture; + return self; +} + +@end + #pragma mark - MetalContext implementation @implementation MetalContext diff --git a/backends/imgui_impl_opengl2.cpp b/backends/imgui_impl_opengl2.cpp index 122d1edf4..ea2c1cc73 100644 --- a/backends/imgui_impl_opengl2.cpp +++ b/backends/imgui_impl_opengl2.cpp @@ -2,7 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features or Issues: // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). @@ -26,6 +27,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture(). // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) // 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. @@ -83,8 +85,6 @@ // OpenGL data struct ImGui_ImplOpenGL2_Data { - GLuint FontTexture; - ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -110,7 +110,8 @@ bool ImGui_ImplOpenGL2_Init() ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_opengl2"; - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) ImGui_ImplOpenGL2_InitMultiViewportSupport(); @@ -127,7 +128,7 @@ void ImGui_ImplOpenGL2_Shutdown() ImGui_ImplOpenGL2_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasViewports; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -135,11 +136,7 @@ void ImGui_ImplOpenGL2_NewFrame() { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplOpenGL2_CreateDeviceObjects(); - if (!bd->FontTexture) - ImGui_ImplOpenGL2_CreateFontsTexture(); + IM_UNUSED(bd); } static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) @@ -197,6 +194,13 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) if (fb_width == 0 || fb_height == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL2_UpdateTexture(tex); + // Backup GL state GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); @@ -270,57 +274,77 @@ void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); } -bool ImGui_ImplOpenGL2_CreateFontsTexture() +void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex) { - // Build texture atlas - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - GLint last_texture; - glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); - glGenTextures(1, &bd->FontTexture); - glBindTexture(GL_TEXTURE_2D, bd->FontTexture); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); - glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); - glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - // Restore state - glBindTexture(GL_TEXTURE_2D, last_texture); - - return true; -} - -void ImGui_ImplOpenGL2_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); - if (bd->FontTexture) + if (tex->Status == ImTextureStatus_WantCreate) { - glDeleteTextures(1, &bd->FontTexture); - io.Fonts->SetTexID(0); - bd->FontTexture = 0; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } } bool ImGui_ImplOpenGL2_CreateDeviceObjects() { - return ImGui_ImplOpenGL2_CreateFontsTexture(); + return true; } void ImGui_ImplOpenGL2_DestroyDeviceObjects() { - ImGui_ImplOpenGL2_DestroyFontsTexture(); + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplOpenGL2_UpdateTexture(tex); + } } diff --git a/backends/imgui_impl_opengl2.h b/backends/imgui_impl_opengl2.h index c7b40e077..def65c8d9 100644 --- a/backends/imgui_impl_opengl2.h +++ b/backends/imgui_impl_opengl2.h @@ -2,7 +2,8 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // Missing features or Issues: // [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). @@ -34,9 +35,10 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex); + #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_opengl3.cpp b/backends/imgui_impl_opengl3.cpp index 2ed1c5413..b8c3ab208 100644 --- a/backends/imgui_impl_opengl3.cpp +++ b/backends/imgui_impl_opengl3.cpp @@ -4,8 +4,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // About WebGL/ES: @@ -24,6 +25,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture(). +// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664) // 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) // 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. // 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) @@ -232,7 +235,7 @@ struct ImGui_ImplOpenGL3_Data bool GlProfileIsES3; bool GlProfileIsCompat; GLint GlProfileMask; - GLuint FontTexture; + GLint MaxTextureSize; GLuint ShaderHandle; GLint AttribLocationTex; // Uniforms location GLint AttribLocationProjMtx; @@ -245,6 +248,7 @@ struct ImGui_ImplOpenGL3_Data bool HasPolygonMode; bool HasClipOrigin; bool UseBufferSubData; + ImVector TempBuffer; ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -331,11 +335,7 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) if (major == 0 && minor == 0) sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." bd->GlVersion = (GLuint)(major * 100 + minor * 10); -#if defined(GL_CONTEXT_PROFILE_MASK) - if (bd->GlVersion >= 320) - glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); - bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; -#endif + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize); #if defined(IMGUI_IMPL_OPENGL_ES3) bd->GlProfileIsES3 = true; @@ -344,6 +344,12 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) bd->GlProfileIsES3 = true; #endif +#if defined(GL_CONTEXT_PROFILE_MASK) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + bd->UseBufferSubData = false; /* // Query vendor to enable glBufferSubData kludge @@ -363,7 +369,11 @@ bool ImGui_ImplOpenGL3_Init(const char* glsl_version) if (bd->GlVersion >= 320) io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. #endif - io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize; // Store GLSL version string so we can refer to it later in case we recreate shaders. // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. @@ -419,7 +429,7 @@ void ImGui_ImplOpenGL3_Shutdown() ImGui_ImplOpenGL3_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -432,8 +442,6 @@ void ImGui_ImplOpenGL3_NewFrame() if (!bd->ShaderHandle) ImGui_ImplOpenGL3_CreateDeviceObjects(); - if (!bd->FontTexture) - ImGui_ImplOpenGL3_CreateFontsTexture(); } static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) @@ -449,7 +457,7 @@ static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_wid glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) glDisable(GL_PRIMITIVE_RESTART); #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE @@ -525,6 +533,13 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL3_UpdateTexture(tex); + // Backup GL state GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); glActiveTexture(GL_TEXTURE0); @@ -561,7 +576,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - GLboolean last_enable_primitive_restart = (bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; + GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; #endif // Setup desired GL state @@ -680,7 +695,7 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART - if (bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } #endif #ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE @@ -693,50 +708,82 @@ void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) (void)bd; // Not all compilation paths use this } -bool ImGui_ImplOpenGL3_CreateFontsTexture() +static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - GLint last_texture; - GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); - GL_CALL(glGenTextures(1, &bd->FontTexture)); - GL_CALL(glBindTexture(GL_TEXTURE_2D, bd->FontTexture)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); - GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); -#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES - GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); -#endif - GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); - - // Store identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - // Restore state - GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); - - return true; + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } -void ImGui_ImplOpenGL3_DestroyFontsTexture() +void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); - if (bd->FontTexture) + if (tex->Status == ImTextureStatus_WantCreate) { - glDeleteTextures(1, &bd->FontTexture); - io.Fonts->SetTexID(0); - bd->FontTexture = 0; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); +#if 0// GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#else + // GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line. + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + for (ImTextureRect& r : tex->Updates) + { + const int src_pitch = r.w * tex->BytesPerPixel; + bd->TempBuffer.resize(r.h * src_pitch); + char* out_p = bd->TempBuffer.Data; + for (int y = 0; y < r.h; y++, out_p += src_pitch) + memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch); + IM_ASSERT(out_p == bd->TempBuffer.end()); + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data)); + } +#endif + tex->SetStatus(ImTextureStatus_OK); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplOpenGL3_DestroyTexture(tex); } // If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. @@ -959,8 +1006,6 @@ bool ImGui_ImplOpenGL3_CreateDeviceObjects() glGenBuffers(1, &bd->VboHandle); glGenBuffers(1, &bd->ElementsHandle); - ImGui_ImplOpenGL3_CreateFontsTexture(); - // Restore modified GL state glBindTexture(GL_TEXTURE_2D, last_texture); glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); @@ -980,7 +1025,11 @@ void ImGui_ImplOpenGL3_DestroyDeviceObjects() if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } - ImGui_ImplOpenGL3_DestroyFontsTexture(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplOpenGL3_DestroyTexture(tex); } //-------------------------------------------------------------------------------------------------------- diff --git a/backends/imgui_impl_opengl3.h b/backends/imgui_impl_opengl3.h index d56213044..9495d4e97 100644 --- a/backends/imgui_impl_opengl3.h +++ b/backends/imgui_impl_opengl3.h @@ -4,8 +4,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture identifier as void*/ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // About WebGL/ES: @@ -37,11 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); // (Optional) Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyFontsTexture(); IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex); + // Configuration flags to add in your imconfig file: //#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) //#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) diff --git a/backends/imgui_impl_opengl3_loader.h b/backends/imgui_impl_opengl3_loader.h index d6ffa5a2d..4ca053603 100644 --- a/backends/imgui_impl_opengl3_loader.h +++ b/backends/imgui_impl_opengl3_loader.h @@ -167,6 +167,7 @@ typedef khronos_uint8_t GLubyte; #define GL_SCISSOR_TEST 0x0C11 #define GL_UNPACK_ROW_LENGTH 0x0CF2 #define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 #define GL_TEXTURE_2D 0x0DE1 #define GL_UNSIGNED_BYTE 0x1401 #define GL_UNSIGNED_SHORT 0x1403 @@ -224,11 +225,13 @@ typedef khronos_float_t GLclampf; typedef double GLclampd; #define GL_TEXTURE_BINDING_2D 0x8069 typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); #ifdef GL_GLEXT_PROTOTYPES GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); @@ -478,7 +481,7 @@ GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); /* gl3w internal state */ union ImGL3WProcs { - GL3WglProc ptr[59]; + GL3WglProc ptr[60]; struct { PFNGLACTIVETEXTUREPROC ActiveTexture; PFNGLATTACHSHADERPROC AttachShader; @@ -534,6 +537,7 @@ union ImGL3WProcs { PFNGLSHADERSOURCEPROC ShaderSource; PFNGLTEXIMAGE2DPROC TexImage2D; PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLTEXSUBIMAGE2DPROC TexSubImage2D; PFNGLUNIFORM1IPROC Uniform1i; PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; PFNGLUSEPROGRAMPROC UseProgram; @@ -599,6 +603,7 @@ GL3W_API extern union ImGL3WProcs imgl3wProcs; #define glShaderSource imgl3wProcs.gl.ShaderSource #define glTexImage2D imgl3wProcs.gl.TexImage2D #define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D #define glUniform1i imgl3wProcs.gl.Uniform1i #define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv #define glUseProgram imgl3wProcs.gl.UseProgram @@ -894,6 +899,7 @@ static const char *proc_names[] = { "glShaderSource", "glTexImage2D", "glTexParameteri", + "glTexSubImage2D", "glUniform1i", "glUniformMatrix4fv", "glUseProgram", diff --git a/backends/imgui_impl_sdl2.cpp b/backends/imgui_impl_sdl2.cpp index 7b4168fd4..5430c4b3f 100644 --- a/backends/imgui_impl_sdl2.cpp +++ b/backends/imgui_impl_sdl2.cpp @@ -26,6 +26,7 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps. // 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. // 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558) // 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) @@ -809,6 +810,27 @@ static void ImGui_ImplSDL2_UpdateMouseCursor() } } +// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. +// - Apple platforms use FramebufferScale so we always return 1.0f. +// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. +float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) +{ + return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window)); +} + +float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) +{ +#if SDL_HAS_PER_MONITOR_DPI +#ifndef __APPLE__ + float dpi = 0.0f; + if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0) + return dpi / 96.0f; +#endif +#endif + IM_UNUSED(display_index); + return 1.0f; +} + static void ImGui_ImplSDL2_CloseGamepads() { ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); diff --git a/backends/imgui_impl_sdl2.h b/backends/imgui_impl_sdl2.h index 908c84878..aeecfad34 100644 --- a/backends/imgui_impl_sdl2.h +++ b/backends/imgui_impl_sdl2.h @@ -42,6 +42,10 @@ IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); +// DPI-related helpers (optional) +IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window); +IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index); + // Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. // When using manual mode, caller is responsible for opening/closing gamepad. enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; diff --git a/backends/imgui_impl_sdlgpu3.cpp b/backends/imgui_impl_sdlgpu3.cpp index 6671dac5b..0244032a7 100644 --- a/backends/imgui_impl_sdlgpu3.cpp +++ b/backends/imgui_impl_sdlgpu3.cpp @@ -4,6 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. @@ -23,6 +24,7 @@ // CHANGELOG // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). // 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. // 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now. // 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData(). @@ -35,6 +37,11 @@ #include "imgui_impl_sdlgpu3_shaders.h" // SDL_GPU Data +struct ImGui_ImplSDLGPU3_Texture +{ + SDL_GPUTexture* Texture = nullptr; + SDL_GPUTextureSamplerBinding TextureSamplerBinding = { nullptr, nullptr }; +}; // Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() struct ImGui_ImplSDLGPU3_FrameData @@ -52,14 +59,12 @@ struct ImGui_ImplSDLGPU3_Data ImGui_ImplSDLGPU3_InitInfo InitInfo; // Graphics pipeline & shaders - SDL_GPUShader* VertexShader = nullptr; - SDL_GPUShader* FragmentShader = nullptr; - SDL_GPUGraphicsPipeline* Pipeline = nullptr; - - // Font data - SDL_GPUSampler* FontSampler = nullptr; - SDL_GPUTexture* FontTexture = nullptr; - SDL_GPUTextureSamplerBinding FontBinding = { nullptr, nullptr }; + SDL_GPUShader* VertexShader = nullptr; + SDL_GPUShader* FragmentShader = nullptr; + SDL_GPUGraphicsPipeline* Pipeline = nullptr; + SDL_GPUSampler* TexSampler = nullptr; + SDL_GPUTransferBuffer* TexTransferBuffer = nullptr; + uint32_t TexTransferBufferSize = 0; // Frame data for main window ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; @@ -156,6 +161,13 @@ void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuff if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLGPU3_UpdateTexture(tex); + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; @@ -283,91 +295,117 @@ void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffe SDL_SetGPUScissor(render_pass, &scissor_rect); } -void ImGui_ImplSDLGPU3_CreateFontsTexture() +static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData; + if (backend_tex == nullptr) + return; + SDL_GPUTextureSamplerBinding* binding = (SDL_GPUTextureSamplerBinding*)(intptr_t)tex->BackendUserData; + IM_ASSERT(backend_tex->Texture == binding->texture); + SDL_ReleaseGPUTexture(bd->InitInfo.Device, backend_tex->Texture); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + tex->BackendUserData = nullptr; +} + +void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - // Destroy existing texture (if any) - if (bd->FontTexture) + if (tex->Status == ImTextureStatus_WantCreate) { - SDL_WaitForGPUIdle(v->Device); - ImGui_ImplSDLGPU3_DestroyFontsTexture(); - } + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplSDLGPU3_Texture* backend_tex = IM_NEW(ImGui_ImplSDLGPU3_Texture)(); - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - uint32_t upload_size = width * height * 4 * sizeof(char); - - // Create the Image: - { + // Create texture SDL_GPUTextureCreateInfo texture_info = {}; - texture_info.type = SDL_GPU_TEXTURETYPE_2D; + texture_info.type = SDL_GPU_TEXTURETYPE_2D; texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; - texture_info.width = width; - texture_info.height = height; + texture_info.width = tex->Width; + texture_info.height = tex->Height; texture_info.layer_count_or_depth = 1; texture_info.num_levels = 1; texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; - bd->FontTexture = SDL_CreateGPUTexture(v->Device, &texture_info); - IM_ASSERT(bd->FontTexture && "Failed to create font texture, call SDL_GetError() for more info"); + backend_tex->Texture = SDL_CreateGPUTexture(v->Device, &texture_info); + backend_tex->TextureSamplerBinding.texture = backend_tex->Texture; + backend_tex->TextureSamplerBinding.sampler = bd->TexSampler; + IM_ASSERT(backend_tex->Texture && "Failed to create font texture, call SDL_GetError() for more info"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)&backend_tex->TextureSamplerBinding); + tex->BackendUserData = backend_tex; } - // Assign the texture to the TextureSamplerBinding - bd->FontBinding.texture = bd->FontTexture; - - // Create all the upload structures and upload: + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) { - SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; - transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; - transferbuffer_info.size = upload_size; + ImGui_ImplSDLGPU3_Texture* backend_tex = (ImGui_ImplSDLGPU3_Texture*)tex->BackendUserData; + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); - SDL_GPUTransferBuffer* transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); - IM_ASSERT(transferbuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + uint32_t upload_pitch = upload_w * tex->BytesPerPixel; + uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel; - void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, transferbuffer, false); - memcpy(texture_ptr, pixels, upload_size); - SDL_UnmapGPUTransferBuffer(v->Device, transferbuffer); + // Create transfer buffer + if (bd->TexTransferBufferSize < upload_size) + { + SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); + SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; + transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + transferbuffer_info.size = upload_size + 1024; + bd->TexTransferBufferSize = upload_size + 1024; + bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); + IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create font transfer buffer, call SDL_GetError() for more information"); + } + + // Copy to transfer buffer + { + void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, false); + for (int y = 0; y < upload_h; y++) + memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch); + SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer); + } SDL_GPUTextureTransferInfo transfer_info = {}; transfer_info.offset = 0; - transfer_info.transfer_buffer = transferbuffer; + transfer_info.transfer_buffer = bd->TexTransferBuffer; SDL_GPUTextureRegion texture_region = {}; - texture_region.texture = bd->FontTexture; - texture_region.w = width; - texture_region.h = height; + texture_region.texture = backend_tex->Texture; + texture_region.x = (Uint32)upload_x; + texture_region.y = (Uint32)upload_y; + texture_region.w = (Uint32)upload_w; + texture_region.h = (Uint32)upload_h; texture_region.d = 1; - SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); - SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); - SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); - SDL_EndGPUCopyPass(copy_pass); - SDL_SubmitGPUCommandBuffer(cmd); - SDL_ReleaseGPUTransferBuffer(v->Device, transferbuffer); - } + // Upload + { + SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); + SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); + SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); + SDL_EndGPUCopyPass(copy_pass); + SDL_SubmitGPUCommandBuffer(cmd); + } - // Store our identifier - io.Fonts->SetTexID((ImTextureID)&bd->FontBinding); -} - -// You probably never need to call this, as it is called by ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_Shutdown(). -void ImGui_ImplSDLGPU3_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); - ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - if (bd->FontTexture) - { - SDL_ReleaseGPUTexture(v->Device, bd->FontTexture); - bd->FontBinding.texture = nullptr; - bd->FontTexture = nullptr; + tex->SetStatus(ImTextureStatus_OK); } - io.Fonts->SetTexID(0); + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplSDLGPU3_DestroyTexture(tex); } static void ImGui_ImplSDLGPU3_CreateShaders() @@ -519,7 +557,9 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects() ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; - if (!bd->FontSampler) + ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + + if (bd->TexSampler == nullptr) { // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. SDL_GPUSamplerCreateInfo sampler_info = {}; @@ -536,13 +576,11 @@ void ImGui_ImplSDLGPU3_CreateDeviceObjects() sampler_info.max_anisotropy = 1.0f; sampler_info.enable_compare = false; - bd->FontSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); - bd->FontBinding.sampler = bd->FontSampler; - IM_ASSERT(bd->FontSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); + bd->TexSampler = SDL_CreateGPUSampler(v->Device, &sampler_info); + IM_ASSERT(bd->TexSampler != nullptr && "Failed to create font sampler, call SDL_GetError() for more information"); } ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); - ImGui_ImplSDLGPU3_CreateFontsTexture(); } void ImGui_ImplSDLGPU3_DestroyFrameData() @@ -566,12 +604,16 @@ void ImGui_ImplSDLGPU3_DestroyDeviceObjects() ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; ImGui_ImplSDLGPU3_DestroyFrameData(); - ImGui_ImplSDLGPU3_DestroyFontsTexture(); - if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr;} - if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr;} - if (bd->FontSampler) { SDL_ReleaseGPUSampler(v->Device, bd->FontSampler); bd->FontSampler = nullptr;} - if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr;} + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplSDLGPU3_DestroyTexture(tex); + if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; } + if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; } + if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; } + if (bd->TexSampler) { SDL_ReleaseGPUSampler(v->Device, bd->TexSampler); bd->TexSampler = nullptr; } + if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; } } static void ImGui_ImplSDLGPU3_InitMultiViewportSupport(); @@ -588,6 +630,7 @@ bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_sdlgpu3"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) IM_ASSERT(info->Device != nullptr); @@ -610,7 +653,7 @@ void ImGui_ImplSDLGPU3_Shutdown() ImGui_ImplSDLGPU3_DestroyDeviceObjects(); io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -619,10 +662,8 @@ void ImGui_ImplSDLGPU3_NewFrame() ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?"); - if (!bd->FontSampler) + if (!bd->TexSampler) ImGui_ImplSDLGPU3_CreateDeviceObjects(); - if (!bd->FontTexture) - ImGui_ImplSDLGPU3_CreateFontsTexture(); } //-------------------------------------------------------------------------------------------------------- diff --git a/backends/imgui_impl_sdlgpu3.h b/backends/imgui_impl_sdlgpu3.h index 6d8eb9891..4bf3278c2 100644 --- a/backends/imgui_impl_sdlgpu3.h +++ b/backends/imgui_impl_sdlgpu3.h @@ -4,6 +4,7 @@ // Implemented features: // [X] Renderer: User texture binding. Use simply cast a reference to your SDL_GPUTextureSamplerBinding to ImTextureID. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. // The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. @@ -42,9 +43,11 @@ IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr); +// Use if you want to reset your rendering device without losing Dear ImGui state. IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); -IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyFontsTexture(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex); #endif // #ifndef IMGUI_DISABLE diff --git a/backends/imgui_impl_sdlrenderer2.cpp b/backends/imgui_impl_sdlrenderer2.cpp index 05b994128..3c6af5e46 100644 --- a/backends/imgui_impl_sdlrenderer2.cpp +++ b/backends/imgui_impl_sdlrenderer2.cpp @@ -10,8 +10,9 @@ // and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). @@ -25,6 +26,7 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture(). // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. @@ -56,7 +58,7 @@ struct ImGui_ImplSDLRenderer2_Data { SDL_Renderer* Renderer; // Main viewport's renderer - SDL_Texture* FontTexture; + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } }; @@ -80,6 +82,7 @@ bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_sdlrenderer2"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->Renderer = renderer; @@ -96,7 +99,7 @@ void ImGui_ImplSDLRenderer2_Shutdown() io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); IM_DELETE(bd); } @@ -112,9 +115,7 @@ void ImGui_ImplSDLRenderer2_NewFrame() { ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplSDLRenderer2_CreateDeviceObjects(); + IM_UNUSED(bd); } void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) @@ -135,6 +136,13 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* if (fb_width == 0 || fb_height == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLRenderer2_UpdateTexture(tex); + // Backup SDL_Renderer state that will be modified to restore it afterwards struct BackupSDLRendererState { @@ -220,55 +228,67 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); } -// Called by Init/NewFrame/Shutdown -bool ImGui_ImplSDLRenderer2_CreateFontsTexture() +void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); - if (bd->FontTexture == nullptr) + if (tex->Status == ImTextureStatus_WantCreate) { - SDL_Log("error creating texture"); - return false; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); + IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); + SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); + SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); + tex->SetStatus(ImTextureStatus_OK); } - SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); - SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); - SDL_SetTextureScaleMode(bd->FontTexture, SDL_ScaleModeLinear); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - return true; -} - -void ImGui_ImplSDLRenderer2_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); - if (bd->FontTexture) + else if (tex->Status == ImTextureStatus_WantUpdates) { - io.Fonts->SetTexID(0); - SDL_DestroyTexture(bd->FontTexture); - bd->FontTexture = nullptr; + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + for (ImTextureRect& r : tex->Updates) + { + SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; + SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + if (sdl_texture == nullptr) + return; + SDL_DestroyTexture(sdl_texture); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } } -bool ImGui_ImplSDLRenderer2_CreateDeviceObjects() +void ImGui_ImplSDLRenderer2_CreateDeviceObjects() { - return ImGui_ImplSDLRenderer2_CreateFontsTexture(); } void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() { - ImGui_ImplSDLRenderer2_DestroyFontsTexture(); + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplSDLRenderer2_UpdateTexture(tex); + } } //----------------------------------------------------------------------------- diff --git a/backends/imgui_impl_sdlrenderer2.h b/backends/imgui_impl_sdlrenderer2.h index f5b8172a4..65f01ed6b 100644 --- a/backends/imgui_impl_sdlrenderer2.h +++ b/backends/imgui_impl_sdlrenderer2.h @@ -10,8 +10,9 @@ // and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). @@ -37,11 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex); + // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) diff --git a/backends/imgui_impl_sdlrenderer3.cpp b/backends/imgui_impl_sdlrenderer3.cpp index 4bbf7289f..2afae5a7e 100644 --- a/backends/imgui_impl_sdlrenderer3.cpp +++ b/backends/imgui_impl_sdlrenderer3.cpp @@ -10,8 +10,9 @@ // and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). @@ -25,6 +26,7 @@ // - Introduction, links and more at the top of imgui.cpp // CHANGELOG +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture(). // 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. // 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. // 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). @@ -53,7 +55,6 @@ struct ImGui_ImplSDLRenderer3_Data { SDL_Renderer* Renderer; // Main viewport's renderer - SDL_Texture* FontTexture; ImVector ColorBuffer; ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } @@ -79,6 +80,7 @@ bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_sdlrenderer3"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. bd->Renderer = renderer; @@ -95,7 +97,7 @@ void ImGui_ImplSDLRenderer3_Shutdown() io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); IM_DELETE(bd); } @@ -111,9 +113,7 @@ void ImGui_ImplSDLRenderer3_NewFrame() { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); - - if (!bd->FontTexture) - ImGui_ImplSDLRenderer3_CreateDeviceObjects(); + IM_UNUSED(bd); } // https://github.com/libsdl-org/SDL/issues/9009 @@ -154,6 +154,13 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* if (fb_width == 0 || fb_height == 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLRenderer3_UpdateTexture(tex); + // Backup SDL_Renderer state that will be modified to restore it afterwards struct BackupSDLRendererState { @@ -237,55 +244,67 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); } -// Called by Init/NewFrame/Shutdown -bool ImGui_ImplSDLRenderer3_CreateFontsTexture() +void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - // Build texture atlas - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. - - // Upload texture to graphics system - // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) - bd->FontTexture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); - if (bd->FontTexture == nullptr) + if (tex->Status == ImTextureStatus_WantCreate) { - SDL_Log("error creating texture"); - return false; + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == 0 && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); + IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); + SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); + SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); + tex->SetStatus(ImTextureStatus_OK); } - SDL_UpdateTexture(bd->FontTexture, nullptr, pixels, 4 * width); - SDL_SetTextureBlendMode(bd->FontTexture, SDL_BLENDMODE_BLEND); - SDL_SetTextureScaleMode(bd->FontTexture, SDL_SCALEMODE_LINEAR); - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); - - return true; -} - -void ImGui_ImplSDLRenderer3_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); - if (bd->FontTexture) + else if (tex->Status == ImTextureStatus_WantUpdates) { - io.Fonts->SetTexID(0); - SDL_DestroyTexture(bd->FontTexture); - bd->FontTexture = nullptr; + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + for (ImTextureRect& r : tex->Updates) + { + SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; + SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + if (sdl_texture == nullptr) + return; + SDL_DestroyTexture(sdl_texture); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); } } -bool ImGui_ImplSDLRenderer3_CreateDeviceObjects() +void ImGui_ImplSDLRenderer3_CreateDeviceObjects() { - return ImGui_ImplSDLRenderer3_CreateFontsTexture(); } void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() { - ImGui_ImplSDLRenderer3_DestroyFontsTexture(); + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplSDLRenderer3_UpdateTexture(tex); + } } //----------------------------------------------------------------------------- diff --git a/backends/imgui_impl_sdlrenderer3.h b/backends/imgui_impl_sdlrenderer3.h index f79aa1bc4..6347e5646 100644 --- a/backends/imgui_impl_sdlrenderer3.h +++ b/backends/imgui_impl_sdlrenderer3.h @@ -10,8 +10,9 @@ // and it might be difficult to step out of those boundaries. // Implemented features: -// [X] Renderer: User texture binding. Use 'SDL_Texture*' as ImTextureID. Read the FAQ about ImTextureID! +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // Missing features: // [ ] Renderer: Multi-viewport support (multiple windows). @@ -37,11 +38,12 @@ IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); // Called by Init/NewFrame/Shutdown -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyFontsTexture(); -IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects(); IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex); + // [BETA] Selected render state data shared with callbacks. // This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call. // (Please open an issue if you feel you need access to more data) diff --git a/backends/imgui_impl_vulkan.cpp b/backends/imgui_impl_vulkan.cpp index 1c85b7eb8..15e226f08 100644 --- a/backends/imgui_impl_vulkan.cpp +++ b/backends/imgui_impl_vulkan.cpp @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). @@ -28,7 +29,8 @@ // CHANGELOG // (minor and older changes stripped away, please see git history for details) // 2025-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. -// 2025-05-07- Vulkan: Fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) +// 2025-06-11: Vulkan: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_DestroyFontsTexture(). +// 2025-05-07: Vulkan: Fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) // 2025-05-07: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365) // 2025-04-07: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282) // 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions(). @@ -274,7 +276,6 @@ struct ImGui_ImplVulkan_Data VkDescriptorPool DescriptorPool; // Texture management - ImGui_ImplVulkan_Texture FontTexture; VkSampler TexSampler; VkCommandPool TexCommandPool; VkCommandBuffer TexCommandBuffer; @@ -529,6 +530,13 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm if (fb_width <= 0 || fb_height <= 0) return; + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplVulkan_UpdateTexture(tex); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; if (pipeline == VK_NULL_HANDLE) @@ -667,220 +675,222 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm vkCmdSetScissor(command_buffer, 0, 1, &scissor); } -bool ImGui_ImplVulkan_CreateFontsTexture() +static void ImGui_ImplVulkan_DestroyTexture(ImTextureData* tex) { - ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData; + if (backend_tex == nullptr) + return; + IM_ASSERT(backend_tex->DescriptorSet == (VkDescriptorSet)tex->TexID); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet); + vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); + vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); + vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + tex->BackendUserData = nullptr; +} + +void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_OK) + return; ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; VkResult err; - // Destroy existing texture (if any) - if (bd->FontTexture.DescriptorSet) + if (tex->Status == ImTextureStatus_WantCreate) { - vkQueueWaitIdle(v->Queue); - ImGui_ImplVulkan_DestroyFontsTexture(); + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplVulkan_Texture* backend_tex = IM_NEW(ImGui_ImplVulkan_Texture)(); + + // Create the Image: + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = tex->Width; + info.extent.height = tex->Height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = backend_tex->Image; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView); + check_vk_result(err); + } + + // Create the Descriptor Set + backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + // Store identifiers + tex->SetTexID((ImTextureID)backend_tex->DescriptorSet); + tex->BackendUserData = backend_tex; } - // Create command pool/buffer - if (bd->TexCommandPool == VK_NULL_HANDLE) + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) { - VkCommandPoolCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; - info.flags = 0; - info.queueFamilyIndex = v->QueueFamily; - vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool); - } - if (bd->TexCommandBuffer == VK_NULL_HANDLE) - { - VkCommandBufferAllocateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; - info.commandPool = bd->TexCommandPool; - info.commandBufferCount = 1; - err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer); + ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Create the Upload Buffer: + VkDeviceMemory upload_buffer_memory; + + VkBuffer upload_buffer; + VkDeviceSize upload_pitch = upload_w * tex->BytesPerPixel; + VkDeviceSize upload_size = upload_h * upload_pitch; + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = nullptr; + err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + for (int y = 0; y < upload_h; y++) + memcpy(map + upload_pitch * y, tex->GetPixelsAt(upload_x, upload_y + y), (size_t)upload_pitch); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = upload_buffer_memory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, upload_buffer_memory); + } + + // Start command buffer + { + err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info); + check_vk_result(err); + } + + // Copy to Image: + { + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = backend_tex->Image; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = upload_w; + region.imageExtent.height = upload_h; + region.imageExtent.depth = 1; + region.imageOffset.x = upload_x; + region.imageOffset.y = upload_y; + vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = backend_tex->Image; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); + } + + // End command buffer + { + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &bd->TexCommandBuffer; + err = vkEndCommandBuffer(bd->TexCommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + } + + err = vkQueueWaitIdle(v->Queue); // FIXME-OPT: Suboptimal! check_vk_result(err); + vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); + vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); + + tex->SetStatus(ImTextureStatus_OK); } - // Start command buffer - { - err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0); - check_vk_result(err); - VkCommandBufferBeginInfo begin_info = {}; - begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; - begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; - err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info); - check_vk_result(err); - } - - unsigned char* pixels; - int width, height; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - size_t upload_size = width * height * 4 * sizeof(char); - - // Create the Image: - ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture; - { - VkImageCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; - info.imageType = VK_IMAGE_TYPE_2D; - info.format = VK_FORMAT_R8G8B8A8_UNORM; - info.extent.width = width; - info.extent.height = height; - info.extent.depth = 1; - info.mipLevels = 1; - info.arrayLayers = 1; - info.samples = VK_SAMPLE_COUNT_1_BIT; - info.tiling = VK_IMAGE_TILING_OPTIMAL; - info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; - info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; - err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image); - check_vk_result(err); - VkMemoryRequirements req; - vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req); - VkMemoryAllocateInfo alloc_info = {}; - alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; - alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); - alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); - err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory); - check_vk_result(err); - err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0); - check_vk_result(err); - } - - // Create the Image View: - { - VkImageViewCreateInfo info = {}; - info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; - info.image = backend_tex->Image; - info.viewType = VK_IMAGE_VIEW_TYPE_2D; - info.format = VK_FORMAT_R8G8B8A8_UNORM; - info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - info.subresourceRange.levelCount = 1; - info.subresourceRange.layerCount = 1; - err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView); - check_vk_result(err); - } - - // Create the Descriptor Set: - backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(bd->TexSampler, backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); - - // Create the Upload Buffer: - VkDeviceMemory upload_buffer_memory; - VkBuffer upload_buffer; - { - VkBufferCreateInfo buffer_info = {}; - buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; - buffer_info.size = upload_size; - buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; - buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; - err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); - check_vk_result(err); - VkMemoryRequirements req; - vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); - bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; - VkMemoryAllocateInfo alloc_info = {}; - alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; - alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); - alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); - err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); - check_vk_result(err); - err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); - check_vk_result(err); - } - - // Upload to Buffer: - { - char* map = nullptr; - err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); - check_vk_result(err); - memcpy(map, pixels, upload_size); - VkMappedMemoryRange range[1] = {}; - range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; - range[0].memory = upload_buffer_memory; - range[0].size = upload_size; - err = vkFlushMappedMemoryRanges(v->Device, 1, range); - check_vk_result(err); - vkUnmapMemory(v->Device, upload_buffer_memory); - } - - // Copy to Image: - { - VkImageMemoryBarrier copy_barrier[1] = {}; - copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; - copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; - copy_barrier[0].oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; - copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; - copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - copy_barrier[0].image = backend_tex->Image; - copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - copy_barrier[0].subresourceRange.levelCount = 1; - copy_barrier[0].subresourceRange.layerCount = 1; - vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 0, nullptr, 1, copy_barrier); - - VkBufferImageCopy region = {}; - region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - region.imageSubresource.layerCount = 1; - region.imageExtent.width = width; - region.imageExtent.height = height; - region.imageExtent.depth = 1; - vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); - - VkImageMemoryBarrier use_barrier[1] = {}; - use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; - use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; - use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; - use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; - use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; - use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; - use_barrier[0].image = backend_tex->Image; - use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; - use_barrier[0].subresourceRange.levelCount = 1; - use_barrier[0].subresourceRange.layerCount = 1; - vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); - } - - // Store our identifier - io.Fonts->SetTexID((ImTextureID)backend_tex->DescriptorSet); - - // End command buffer - VkSubmitInfo end_info = {}; - end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; - end_info.commandBufferCount = 1; - end_info.pCommandBuffers = &bd->TexCommandBuffer; - err = vkEndCommandBuffer(bd->TexCommandBuffer); - check_vk_result(err); - err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); - check_vk_result(err); - - err = vkQueueWaitIdle(v->Queue); - check_vk_result(err); - - vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); - vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); - - return true; -} - -// You probably never need to call this, as it is called by ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_Shutdown(). -void ImGui_ImplVulkan_DestroyFontsTexture() -{ - ImGuiIO& io = ImGui::GetIO(); - ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); - ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; - - ImGui_ImplVulkan_Texture* backend_tex = &bd->FontTexture; - - if (backend_tex->DescriptorSet) - { - ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet); - backend_tex->DescriptorSet = VK_NULL_HANDLE; - io.Fonts->SetTexID(0); - } - if (backend_tex->ImageView) { vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); backend_tex->ImageView = VK_NULL_HANDLE; } - if (backend_tex->Image) { vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); backend_tex->Image = VK_NULL_HANDLE; } - if (backend_tex->Memory) { vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); backend_tex->Memory = VK_NULL_HANDLE; } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->VulkanInitInfo.ImageCount) + ImGui_ImplVulkan_DestroyTexture(tex); } static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) @@ -1095,6 +1105,26 @@ bool ImGui_ImplVulkan_CreateDeviceObjects() ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, v->RenderPass, v->MSAASamples, &bd->Pipeline, v->Subpass); + // Create command pool/buffer for texture upload + if (!bd->TexCommandPool) + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = v->QueueFamily; + err = vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool); + check_vk_result(err); + } + if (!bd->TexCommandBuffer) + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = bd->TexCommandPool; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer); + check_vk_result(err); + } + return true; } @@ -1103,7 +1133,11 @@ void ImGui_ImplVulkan_DestroyDeviceObjects() ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); - ImGui_ImplVulkan_DestroyFontsTexture(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplVulkan_DestroyTexture(tex); if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; } if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; } @@ -1205,6 +1239,7 @@ bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) io.BackendRendererUserData = (void*)bd; io.BackendRendererName = "imgui_impl_vulkan"; io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) IM_ASSERT(info->Instance != VK_NULL_HANDLE); @@ -1266,7 +1301,7 @@ void ImGui_ImplVulkan_Shutdown() io.BackendRendererName = nullptr; io.BackendRendererUserData = nullptr; - io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasViewports); + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); IM_DELETE(bd); } @@ -1274,9 +1309,7 @@ void ImGui_ImplVulkan_NewFrame() { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?"); - - if (!bd->FontTexture.DescriptorSet) - ImGui_ImplVulkan_CreateFontsTexture(); + IM_UNUSED(bd); } void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) diff --git a/backends/imgui_impl_vulkan.h b/backends/imgui_impl_vulkan.h index 2bb3d007e..dcf6db91a 100644 --- a/backends/imgui_impl_vulkan.h +++ b/backends/imgui_impl_vulkan.h @@ -2,8 +2,9 @@ // This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) // Implemented features: -// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as ImTextureID. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID! See https://github.com/ocornut/imgui/pull/914 for discussions. +// [!] Renderer: User texture binding. Use 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. // [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). // [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. // [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). @@ -62,9 +63,8 @@ #define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING #endif -// Current version of the backend use 1 descriptor for the font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). -// It is expected that as early as Q1 2025 the backend will use a few more descriptors. Use this value + number of desired calls to ImGui_ImplVulkan_AddTexture(). -#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (1) // Minimum per atlas +// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). +#define IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE (8) // Minimum per atlas // Initialization data, for ImGui_ImplVulkan_Init() // [Please zero-clear before use!] @@ -113,10 +113,11 @@ IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); -IMGUI_IMPL_API bool ImGui_ImplVulkan_CreateFontsTexture(); -IMGUI_IMPL_API void ImGui_ImplVulkan_DestroyFontsTexture(); IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = NULL to handle this manually. +IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex); + // Register a texture (VkDescriptorSet == ImTextureID) // FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem // Please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. diff --git a/docs/CHANGELOG.txt b/docs/CHANGELOG.txt index f4a036af8..d678d0954 100644 --- a/docs/CHANGELOG.txt +++ b/docs/CHANGELOG.txt @@ -39,16 +39,161 @@ HOW TO UPDATE? VERSION 1.92.0 WIP (In Progress) ----------------------------------------------------------------------- +THIS VERSION CONTAINS THE LARGEST AMOUNT OF BREAKING CHANGES SINCE 2015! +I TRIED REALLY HARD TO KEEP THEM TO A MINIMUM, REDUCE THE AMOUNT OF INTERFERENCES, +BUT INEVITABLY SOME USERS WILL BE AFFECTED. + +IN ORDER TO HELP US IMPROVE THE TRANSITION PROCESS, INCL. DOCUMENTATION AND COMMENTS, +PLEASE REPORT **ANY** DOUBT, CONFUSION, QUESTIONS, FEEDBACK TO: + https://github.com/ocornut/imgui/issues/ + +As part of the plan to reduce impact of API breaking changes, several unfinished +changes/features/refactors related to font and text systems and scaling will be +part of subsequent releases (1.92.1+). + +If you are updating from an old version, and expecting a massive or difficult update, +consider first updating to 1.91.9 to reduce the amount of changes. + Breaking changes: +- Fonts: **IMPORTANT**: if your app was solving the OSX/iOS Retina screen specific + logical vs display scale problem by setting io.DisplayFramebufferScale (e.g. to 2.0f) + + setting io.FontGlobalScale (e.g. to 1.0f/2.0f) + loading fonts at scaled sizes (e.g. size X * 2.0f): + This WILL NOT map correctly to the new system! Because font will rasterize as requested size. + - With a legacy backend (< 1.92): + - Instead of setting io.FontGlobalScale = 1.0f/N -> set ImFontCfg::RasterizerDensity = N. + - This already worked before, but is now pretty much required. + - With a new backend (1.92+) + - FramebufferScale is automatically used to set current font RasterizerDensity. + - FramebufferScale is a per-viewport property provided by backend through the + Platform_GetWindowFramebufferScale() handler in 'docking' branch. + - So this should be all automatic. +- Fonts: **IMPORTANT** on Font Sizing: + - Before 1.92, fonts were of a single size. They can now be dynamically sized. + - PushFont() API now has an optional size parameter. PushFontSize() was also added. + void PushFont(ImFont* font) --> void PushFont(ImFont* font, float size = 0.0f); + - Before 1.92: ImGui::PushFont() always used font "default" size specified in AddFont() call. + - Since 1.92: ImGui::PushFont() preserve the current font size which is a shared value. + - To use old behavior: + - use 'ImGui::PushFont(font, font->LegacySize)' at call site. + - or set 'ImFontConfig::Flags |= ImFontFlags_DefaultToLegacySize' in AddFont() call + (not desirable as it requires e.g. third-party code to be aware of it). + - ImFont::FontSize was removed and does not make sense anymore. + ImFont::LegacySize is the size passed to AddFont(). + - Renamed/moved 'io.FontGlobalScale' to 'style.FontScaleMain'. + +- Textures: + - All API functions taking a 'ImTextureID' parameter are now taking a 'ImTextureRef': + - ImTextureRef a small composite structure which may be constructed from a ImTextureID. + (or constructed from a ImTextureData* which represent a texture which will generally + be ready by the time of rendering). + - Affected functions are: + - ImGui::Image(), ImGui::ImageWithBg(), ImGui::ImageButton(), + - ImDrawList::AddImage(), ImDrawList::AddImageQuad(), ImDrawList::AddImageRounded(). + - We suggest that C users and any higher-level language bindings generators may + facilitate converting this in some way, aka emulating the trivial C++ constructor. +- Fonts: obsoleted ImFontAtlas::GetTexDataAsRGBA32(), GetTexDataAsAlpha8(), Build(), SetTexID() + and IsBuilt() functions. The new protocol for backends to handle textures doesn't need them. + Kept redirection functions (will obsolete). + - A majority of old backends should still work with new code (behaving like they did before). + - Calling ImFontAtlas::Build() before initializing new backends will erroneously trigger + preloading all glyphs. Will be detected with an assertion after the backend is initialized. +- Fonts: ImFontConfig::OversampleH/OversampleV default to automatic (== 0) + since v1.91.8. It is quite important you keep it automatic until we decide if we want + to provide a way to express finer policy, otherwise you will likely waste texture space + when using large glyphs. Note that the imgui_freetype backend doesn't use and does not + need oversampling. +- Fonts: specifying glyph ranges is now unnecessary. + - The value of ImFontConfig::GlyphRanges[] is only useful for legacy backends. + - All GetGlyphRangesXXXX() functions are now marked obsolete: + - GetGlyphRangesDefault(), GetGlyphRangesGreek(), GetGlyphRangesKorean(), + GetGlyphRangesJapanese(), GetGlyphRangesChineseSimplifiedCommon(), + GetGlyphRangesChineseFull(), GetGlyphRangesCyrillic(), + GetGlyphRangesThai(), GetGlyphRangesVietnamese(). +- Fonts: removed ImFontAtlas::TexDesiredWidth to enforce a texture width. (#327) + (it vaguely made sense with the old system as if unspecified textures width maxed up + to 4096 but that limit isn't necessary anymore, and Renderer_TextureMaxWidth covers this) + However you may set TexMinWidth = TexMaxWidth for the same effect. +- Fonts: if you create and manage ImFontAtlas instances yourself (instead of relying on + ImGuiContext to create one, you'll need to set the atlas->RendererHasTextures field + and call ImFontAtlasUpdateNewFrame() yourself. An assert will trigger if you don't. +- Fonts: obsolete ImGui::SetWindowFontScale() which is not useful anymore. Prefer using + PushFontSize(style.FontSizeBase * factor) or to manipulate other scaling factors. +- Fonts: obsoleted ImFont::Scale which is not useful anymore. +- Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition(): + - old: const char* CalcWordWrapPositionA(float scale, const char* text, ....); + - new: const char* CalcWordWrapPosition (float size, const char* text, ....); + The leading 'float scale' parameters was changed to 'float size'. + This was necessary as 'scale' is assuming a unique font size. + Kept inline redirection function assuming using font->LegacySize. +- Fonts: generally reworked Internals of ImFontAtlas and ImFont. + While in theory a vast majority of users shouldn't be affected, some use cases or + extensions might be. Among other things: + - ImDrawCmd::TextureId has been changed to ImDrawCmd::TexRef. + - ImFontAtlas::ConfigData[] has been renamed to ImFontAtlas::Sources[] + - ImFont::ConfigData[], ConfigDataCount has been renamed to Sources[], SourceCount. + - Each ImFont has a number of ImFontBaked instances corresponding to actively used + sizes. ImFont::GetFontBaked(size) retrieves the one for a given size. + - Things moved from ImFont to ImFontBaked: + - ImFont::IndexAdvanceX[] -> ImFontBaked::IndexAdvanceX[] + - ImFont::Glyphs[] -> ImFontBaked::Glyphs[] + - ImFont::Ascent, Descent -> ImFontBaked::Ascent, Descent + - ImFont::FindGlyph() -> ImFontBaked::FindGlyph() + - ImFont::FindGlyphNoFallback() -> ImFontBaked::FindGlyphNoFallback() + - ImFont::GetCharAdvance() -> ImFontBaked::GetCharAdvance() + - Widget code may use ImGui::GetFontBaked() instead of ImGui::GetFont() to + access font data for current font at current font size. + (and you may use font->GetFontBaked(size) to access it for any other size.) + g.Font == ImGui::GetFont() + g.FontSize == ImGui::GetFontSize() + g.FontBaked == ImGui::GetFontBaked() == ImGui::GetFont()->GetFontBaked(ImGui::GetFontSize()) + Please report if you are affected! +- Fonts: (users of imgui_freetype) + - renamed ImFontAtlas::FontBuilderFlags to ImFontAtlas::FontLoaderFlags. + - renamed ImFontConfig::FontBuilderFlags to ImFontConfig::FontLoaderFlags. + - renamed ImGuiFreeTypeBuilderFlags to ImGuiFreeTypeLoaderFlags. + - if you used runtime imgui_freetype selection rather than the default compile-time + option provided by IMGUI_ENABLE_FREETYPE: + - renamed/reworked ImFontBuilderIO into ImFontLoader, + - renamed ImGuiFreeType::GetBuilderForFreeType() to ImGuiFreeType::GetFontLoader(). + - old: io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType() + - new: io.Fonts.FontLoader = ImGuiFreeType::GetFontLoader() +- DrawList: Renamed ImDrawList::PushTextureID()/PopTextureID() to PushTexture()/PopTexture(). +- Fonts: (users of custom rectangles) + - Renamed AddCustomRectRegular() to AddCustomRect(). (#8466) + - Added GetCustomRect() as a replacement for GetCustomRectByIndex() + CalcCustomRectUV(). (#8466) + - The output type of GetCustomRect() is now ImFontAtlasRect, which include UV coordinates. + - ImFontAtlasCustomRect::X --> ImFontAtlasRect::x + - ImFontAtlasCustomRect::Y --> ImFontAtlasRect::y + - ImFontAtlasCustomRect::Width --> ImFontAtlasRect::w + - ImFontAtlasCustomRect::Height --> ImFontAtlasRect::h + Before: + const ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(custom_rect_id); + ImVec2 uv0, uv1; + atlas->GetCustomRectUV(r, &uv0, &uv1); + ImGui::Image(atlas->TexRef, ImVec2(r->w, r->h), uv0, uv1); + After: + ImFontAtlasRect r; + atlas->GetCustomRect(custom_rect_id, &r); + ImGui::Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + We added a redirecting typedef but haven't attempted to magically redirect + the field names, as this API is rarely used and the fix is simple. + - Obsoleted AddCustomRectFontGlyph() as the API does not make sense for scalable fonts: + - Kept existing function which uses the font "default size" (Sources[0]->LegacySize). + - Added a helper AddCustomRectFontGlyphForSize() which is immediately marked obsolete, + but can facilitate transitioning old code. + - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. +- Backends: removed ImGui_ImplXXXX_CreateFontsTexture()/ImGui_ImplXXXX_DestroyFontsTexture() + for all backends that had them. They should not be necessary any more. + - removed ImGui_ImplMetal_CreateFontsTexture(), ImGui_ImplMetal_DestroyFontsTexture(). + - removed ImGui_ImplOpenGL2_CreateFontsTexture(), ImGui_ImplOpenGL2_DestroyFontsTexture(). + - removed ImGui_ImplOpenGL3_CreateFontsTexture(), ImGui_ImplOpenGL3_DestroyFontsTexture(). + - removed ImGui_ImplSDLGPU3_CreateFontsTexture(), ImGui_ImplSDLGPU3_DestroyFontsTexture(). + - removed ImGui_ImplSDLRenderer2_CreateFontsTexture(), ImGui_ImplSDLRenderer2_DestroyFontsTexture(). + - removed ImGui_ImplSDLRenderer3_CreateFontsTexture(), ImGui_ImplSDLRenderer3_DestroyFontsTexture(). + - removed ImGui_ImplVulkan_CreateFontsTexture(), ImGui_ImplVulkan_DestroyFontsTexture(). - TreeNode: renamed ImGuiTreeNodeFlags_NavLeftJumpsBackHere to ImGuiTreeNodeFlags_NavLeftJumpsToParent for clarity. Kept inline redirection enum (will obsolete). (#1079, #8639) -- Fonts: changed ImFont::CalcWordWrapPositionA() to ImFont::CalcWordWrapPosition(): - - old: const char* CalcWordWrapPositionA(float scale, const char* text, ....); - - new: const char* CalcWordWrapPosition (float size, const char* text, ....); - The leading 'float scale' parameters was changed to 'float size'. - This was necessary as 'scale' is assuming standard font size which is a concept we aim to - eliminate in an upcoming update. Kept inline redirection function. - Commented out PushAllowKeyboardFocus()/PopAllowKeyboardFocus() which was obsoleted in 1.89.4 (March 2023). (#3092) - PushAllowKeyboardFocus(bool tab_stop) --> PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop); @@ -66,6 +211,89 @@ Breaking changes: Other changes: +- Textures: added partial texture update protocol. (#8465, #3761) + - The Renderer Backend needs to set io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures + and handle texture updates requests. + - New structs: ImTextureData, ImTextureRect. + - New enums: ImTextureStatus, ImTextureFormat. + - During its ImGui_ImplXXXX_RenderDrawData() call, the backend can now access a texture list + in ImDrawData::Textures[]. Textures may have four distinct states: + - ImTextureStatus_WantCreate: requesting backend to create a texture. + - ImTextureStatus_WantUpdates: requesting backend to copy given blocks from the CPU side + copy of the texture to your graphics pipeline. + A 'tex->Updates[]' list of update is provided as well as a single 'tex->UpdatesRect' bounding box. + - ImTextureStatus_WantDestroy: requesting backend to destroy the texture. + - A 'int UnusedFrames' value is provided to conveniently defer destroying. + - Backend is generally free to destroy textures whenever they like. + - ImTextureStatus_OK: nothing to do. + - Almost all standard backends have been updated to support this. + - Backends have allowed to destroy textures at any time if they desire so. + A list is available in platform_io.Textures[] for this purpose and for backend shutdown. + - Both stb_truetype and FreeType backends have been updated to work with the new + system, and they now share more code than before. + - Added '#define IMGUI_HAS_TEXTURES' to facilitate compile-time checks for third-party + extensions until this is merged with a definitive version number to check. +- Fonts: font backend/loader may easily be changed dynamically, allowing users to compare + rasterizers outputs and features. imgui_freetype is generally beneficial. +- Fonts: ImFontAtlas::AddFontXXX() functions may be called at any time during the frame. +- Fonts: ImFontAtlas::AddFontXXX() can fail more gracefully if error handling is configured + to not assert (this will be better exposed via future font flags). +- Fonts: added ImGui::PushFontSize()/PopFontSize() functions. +- Fonts: added style.FontScaleBase scaling factor (previously called io.FontGlobalScale). +- Fonts: added style.FontScaleDpi scaling factor. This is designed to be be changed on + per-monitor/per-viewport basis, which `io.ConfigDpiScaleFonts` does automatically. + (which is why it is separate from FontScaleBase). +- Fonts: added optional font_size parameter to ImGui::PushFont() function. +- Fonts: added ImFontAtlas::RemoveFont() function. +- Fonts: added ImFontAtlas::CompactCache() function. +- Fonts: added ImFontAtlas::TexDesiredFormat field (default to ImTextureFormat_RGBA32, + can be changed to ImTextureFormat_Alpha8). +- Fonts: added ImFontAtlas::TexMinWidth, TexMinHeight, TexMaxWidth, TexMaxHeight fields. +- Fonts: added ImFontConfig::PixelSnapV to align scaled GlyphOffset.y to pixel boundaries. +- Fonts: added ImFontConfig::GlyphExcludeRanges[], which behave similarly to + ImFontConfig::GlyphRanges[], but has the opposite meaning. It is tailored to situations + where merged fonts have overlapping characters. +- Fonts: added "Input Glyphs Overlap Detection Tool" which dumps a list of glyphs + provided by merged sources, which may help setting up a GlyphExcludeRanges[] filter. +- Fonts: added ImFontAtlas::FontBackendName (which is surfaced in the "About Dear ImGui" + window and other locations). +- Fonts: added ImFontFlags (currently needs to be passed through ImFontConfig until + we revamp font loading API): + - ImFontFlags_DefaultToLegacySize: for legacy compatibility: make PushFont() calls + without explicit size use font->LegacySize instead of current font size. + - ImFontFlags_NoLoadError: disable erroring/assert when calling AddFontXXX() + with missing file/data. Calling code is expected to check AddFontXXX() return value. + - ImFontFlags_NoLoadGlyphs: disable loading new glyphs. + - ImFontFlags_LockBakedSizes: disable loading new baked sizes, disable garbage + collecting current ones. e.g. if you want to lock a font to a single size. +- Fonts: the general design has changed toward meaning that a ImFont doesn't have + have a specific size: it may be bound and drawn with any size. + - We store ImFontBaked structures internally, which are a cache of information + for a given size being drawn. You should not need to deal with ImFontBaked directly. + - ImFontBaked structures may be cleaned up between frames when unused, pointers + to them are only valid for the current frame. + - Added ImFontBaked::IsGlyphLoaded() function. +- Fonts: custom rect packing has generally been reworked. (#8107, #7962, #1282) + - ImFontAtlas::AddCustomRect() (previously AddCustomRectRegular()/AddCustomRectFontGlyph()) + functions will immediately return a packed rectangle identifier, and you can write your + pixels immediately - previously had to wait for Build() to be called. + This is also the case when using a legacy backend. + - Custom packed rectangles may be moved during a texture change, aka practically anytime. + Always refer to latest uvs/position returned by GetCustomRect(). + - AddCustomRect() returns ImFontAtlasRectId_Invalid on failure. + - Added ImFontAtlas::RemoveCustomRect() function. + - GetCustomRect() can safely return false and not crash when passed an invalid or removed id. +- Fonts: texture is now stored in a single format CPU side (save ~25% when using RGBA). +- Fonts: changing current font to one from a different atlas is supported. (#8080) +- Fonts: automatic baking of an "..." ellipsis works better with monospace fonts. +- Fonts: each ImFontConfig font source may provide a custom backend/loader. +- Fonts: added platform_io.Renderer_TextureMaxWidth/Renderer_TextureMaxHeight fields + for Renderer Backend to specify if there is a maximum accepted texture size (not yet used). +- Fonts: added compile-time overridable '#define ImTextureID_Invalid 0' if you need 0 + to be a valid low-level texture identifier. +- Debug Tools: Fonts section: add font preview, add "Remove" button, add "Load all glyphs" + button, add selection to change font backend when both are compiled in. + - IO: variations in analog-only components of gamepad events do not interfere with trickling of mouse position events (#4921, #8508) - Windows: fixed SetNextWindowCollapsed()/SetWindowCollapsed() breaking @@ -135,37 +363,62 @@ Other changes: requires providing a window to the backend. (#8584, #6341) - Misc: added extra operators to ImVec4 in IMGUI_DEFINE_MATH_OPERATORS block. (#8510) [@gan74] - Demo: changed default framed item width to use Min(GetFontSize() * 12, GetContentRegionAvail().x * 0.40f). -- Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) - would fail to claim it again the next subsequent click. (#8594) -- Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad - regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508) -- Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't - call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use - the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688] -- Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName. -- Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText() - memory ownership change. (#8530, #7801) [@Green-Sky] -- Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative - way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584) -- Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing - to load fonts between the Init and NewFrames calls. -- Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which - were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode] -- Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599) -- Backends: DirectX10, DirectX11, DirectX12: Honor FramebufferScale to allow for custom - platform backends and experiments using it (consistently with other renderer backends, - even though in normal condition it is not set under Windows). (#8412) [@WSSDude] -- Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's - pColorAttachmentFormats buffer when set, in order to reduce common user-error of - specifying a pointer to data that gets out of scope. (#8282) -- Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() - + try both non-KHR and KHR versions. (#8600, #8326, #8365) [@ChrisTom-94] -- Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples - and by multi-viewports implementation, which would typically trigger errors while detaching - secondary viewports. (#8600, #8176) [@ChrisTom-94] -- Examples: Apple+Metal, Apple+OpenGL: add Makefile (CLion opens them nicely). (#8637) [@pthom] -- Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to - get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) [@dooann] +- Backends: + - Backends: DX9/DX10/DX11/DX12, Vulkan, OpenGL2/3, Metal, SDLGPU3, SDLRenderer2/3, Allegro5: + - Added ImGuiBackendFlags_RendererHasTextures support. (#8465, #3761, #3471) + [@ocornut, @ShironekoBen, @thedmd] + - Added ImGui_ImplXXXX_UpdateTexture(ImTextureData* tex) functions for all backend. + Available if you want to start uploading textures right after ImGui::Render() and without + waiting for the call to ImGui_ImplXXXX_RenderDrawData(). Also useful if you use a staged or + multi-threaded rendering schemes, where you might want to set ImDrawData::Textures = NULL. (#8597, #1860) + - Backends: GLFW: added ImGui_ImplGlfw_GetContentScaleForMonitor(), ImGui_ImplGlfw_GetContentScaleForWindow() + helpers. They are wrappers to glfwGetMonitorContentScale()/glfwGetWindowContentScale(), with compile-time + GLFW version checks + returning 1.0f on Apple platform. + - Backends: SDL2: added ImGui_ImplSDL2_GetDpiScaleForDisplay() and ImGui_ImplSDL2_GetContentScaleForWindow() + helpers. They are wrappers to SDL_GetDisplayDPI(), with compile-time SDL version checks + returning 1.0f + on Apple platforms. SDL3 already does this by default. + - Backends: Win32: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) + would fail to claim it again the next subsequent click. (#8594) + - Backends: SDL2, SDL3, OSX: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad + regardless of ImGuiConfigFlags_NavEnableGamepad being set. (#8508) + - Backends: SDL2, SDL3: don't attempt to call SDL_CaptureMouse() on drivers where we don't + call SDL_GetGlobalMouseState(). This is specifically for Wayland but we currently use + the same white-list as SDL_GetGlobalMouseState(). (#8561) [@vs49688] + - Backends: GLFW, SDL2, SDL3: include GLFW/SDL version number in io.BackendPlatformName. + - Backends: SDL3: Update for SDL3 api changes: revert SDL_GetClipboardText() + memory ownership change. (#8530, #7801) [@Green-Sky] + - Backends: SDL3: honor ImGuiPlatformImeData->WantTextInput as an alternative + way to call SDL_StartTextInput(), without IME being necessarily visible. (#8584) + - Backends: SDLGPU3: Fixed creating atlas texture earlier than other backends, preventing + to load fonts between the Init and NewFrames calls. + - Backends: SDLGPU3: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which + were unusually slow to recreate every frame. Much faster now. (#8534) [@ocornut, @TheMode] + - Backends: SDLGPU3: added support for ImDrawCallback_ResetRenderState. (#8599) + - Backends: OpenGL3: made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor + GL_PRIMITIVE_RESTART. (#8664) [@DyXel] + - Backends: DirectX10, DirectX11, DirectX12: Honor FramebufferScale to allow for custom + platform backends and experiments using it (consistently with other renderer backends, + even though in normal condition it is not set under Windows). (#8412) [@WSSDude] + - Backends: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's + pColorAttachmentFormats buffer when set, in order to reduce common user-error of + specifying a pointer to data that gets out of scope. (#8282) + - Backends: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + + try both non-KHR and KHR versions. (#8600, #8326, #8365) [@ChrisTom-94] + - Backends: Vulkan: fixed validation errors in window create/resize helpers used by examples + and by multi-viewports implementation, which would typically trigger errors while detaching + secondary viewports. (#8600, #8176) [@ChrisTom-94] +- Examples: + - Examples: Made many examples DPI aware by default. + The single-viewport is basically: + - Query monitor DPI scale. Helpers are provided in some backends. + - Call style.ScaleAllSizes() and set style.FontScaleDpi with this factor. + Multi-viewport applications may set both of those flags: + - io.ConfigDpiScaleFonts = true; + - io.ConfigDpiScaleViewports = true; + Which will scale fonts but NOT style padding/spacings/thicknesses yet. + - Examples: Apple+Metal, Apple+OpenGL: add Makefile (CLion opens them nicely). (#8637) [@pthom] + - Examples: DirectX12+Win32: also test for IsIconic() for sleeping since we don't seem to + get a DXGI_STATUS_OCCLUDED signal when minimized. (#8603) [@dooann] Docking+Viewports Branch: diff --git a/docs/FAQ.md b/docs/FAQ.md index 8c08b4dd7..0e8ba5c77 100644 --- a/docs/FAQ.md +++ b/docs/FAQ.md @@ -24,7 +24,7 @@ or view this file with any Markdown viewer. | [I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...](#q-i-integrated-dear-imgui-in-my-engine-and-some-elements-are-displaying-outside-their-expected-windows-boundaries) | | **Q&A: Usage** | | **[About the ID Stack system..
Why is my widget not reacting when I click on it?
Why is the wrong widget reacting when I click on one?
How can I have widgets with an empty label?
How can I have multiple widgets with the same label?
How can I have multiple windows with the same label?](#q-about-the-id-stack-system)** | -| [How can I display an image? What is ImTextureID, how does it work?](#q-how-can-i-display-an-image-what-is-imtextureid-how-does-it-work)| +| [How can I display an image?](#q-how-can-i-display-an-image)
[What are ImTextureID/ImTextureRef?](#q-what-are-imtextureidimtextureref)| | [How can I use maths operators with ImVec2?](#q-how-can-i-use-maths-operators-with-imvec2) | | [How can I use my own maths types instead of ImVec2/ImVec4?](#q-how-can-i-use-my-own-maths-types-instead-of-imvec2imvec4) | | [How can I interact with standard C++ types (such as std::string and std::vector)?](#q-how-can-i-interact-with-standard-c-types-such-as-stdstring-and-stdvector) | @@ -161,7 +161,8 @@ Console SDK also sometimes provide equivalent tooling or wrapper for Synergy-lik ### Q: I integrated Dear ImGui in my engine and little squares are showing instead of text... Your renderer backend is not using the font texture correctly or it hasn't been uploaded to the GPU. -- If this happens using the standard backends: A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- If this happens using standard backends (before 1.92): A) have you modified the font atlas after `ImGui_ImplXXX_NewFrame()`? B) maybe the texture failed to upload, which **can if your texture atlas is too big**. Also see [docs/FONTS.md](https://github.com/ocornut/imgui/blob/master/docs/FONTS.md). +- If this happens using standard backends (after 1.92): please report. - If this happens with a custom backend: make sure you have uploaded the font texture to the GPU, that all shaders are rendering states are setup properly (e.g. texture is bound). Compare your code to existing backends and use a graphics debugger such as [RenderDoc](https://renderdoc.org) to debug your rendering states. ##### [Return to Index](#index) @@ -375,23 +376,49 @@ node open/closed state differently. See what makes more sense in your situation! --- -### Q: How can I display an image? What is ImTextureID, how does it work? +### Q: How can I display an image? +### Q: What are ImTextureID/ImTextureRef? -Short explanation: +**Short explanation:** - Refer to [Image Loading and Displaying Examples](https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples) on the [Wiki](https://github.com/ocornut/imgui/wiki). - You may use functions such as `ImGui::Image()`, `ImGui::ImageButton()` or lower-level `ImDrawList::AddImage()` to emit draw calls that will use your own textures. - Actual textures are identified in a way that is up to the user/engine. Those identifiers are stored and passed as an opaque ImTextureID value. - By default ImTextureID can store up to 64-bits. You may `#define` it to a custom type/structure if you need. - Loading image files from the disk and turning them into a texture is not within the scope of Dear ImGui (for a good reason), but the examples linked above may be useful references. +**Details:** + +1.92 introduced `ImTextureRef` in June 2025. +- Most drawing functions using ImTextureID were changed to use ImTextureRef. +- We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. + +**ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system.** +- When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). +- User may submit their own textures to e.g. ImGui::Image() function by passing the same type. +- During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a ImTextureRef, which is stored inside ImDrawCmd. +- Compile-time type configuration: + - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. + - This can be whatever to you want it to be! read the FAQ entry about textures for details. + - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various constructors if you like. You will need to implement ==/!= operators. + +**ImTextureRef = higher-level identifier for a texture.** +- The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +- This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +- This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. + - When a texture is created by user code (e.g. custom images), we directly stores the low-level `ImTextureID`. + - When a texture is created by the backend, we stores a `ImTextureData*` which becomes an indirection to extract the `ImTextureID` value during rendering, after texture upload has happened. + - There is no constructor to create a `ImTextureID` from a `ImTextureData*` as we don't expect this to be useful to the end-user, and it would be erroneously called by many legacy code. + - If you want to bind the current atlas when using custom rectangle, you can use `io.Fonts->TexRef`. + - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. `inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; }` + **Please read documentations or tutorials on your graphics API to understand how to display textures on the screen before moving onward.** Long explanation: - Dear ImGui's job is to create "meshes", defined in a renderer-agnostic format made of draw commands and vertices. At the end of the frame, those meshes (ImDrawList) will be displayed by your rendering function. They are made up of textured polygons and the code to render them is generally fairly short (a few dozen lines). In the examples/ folder, we provide functions for popular graphics APIs (OpenGL, DirectX, etc.). - Each rendering function decides on a data type to represent "textures". The concept of what is a "texture" is entirely tied to your underlying engine/graphics API. - We carry the information to identify a "texture" in the ImTextureID type. +We carry the information to identify a "texture" in the ImTextureID type, which itself tends to be stored inside a ImTextureRef. ImTextureID default to ImU64 aka 8 bytes worth of data: just enough to store one pointer or integer of your choice. -Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes ImTextureID values until they reach your rendering function. +Dear ImGui doesn't know or understand what you are storing in ImTextureID, it merely passes values until they reach your rendering function. - In the [examples/](https://github.com/ocornut/imgui/tree/master/examples) backends, for each graphics API we decided on a type that is likely to be a good representation for specifying an image from the end-user perspective. This is what the _examples_ rendering functions are using: ```cpp OpenGL: @@ -539,30 +566,49 @@ ImGui::End(); ### Q: How should I handle DPI in my application? -The short answer is: obtain the desired DPI scale, load your fonts resized with that scale (always round down fonts size to the nearest integer), and scale your Style structure accordingly using `style.ScaleAllSizes()`. +Since 1.92 (June 2025) fonts may be dynamically used at any size. -Your application may want to detect DPI change and reload the fonts and reset style between frames. +**Scaling fonts** + +To change font size: +```cpp +ImGui::PushFontSize(42.0f); +``` +To change font and font size: +```cpp +ImGui::PushFont(new_font, 42.0f); +``` +To scale all fonts: +```cpp +style.FontScaleDpi = 2.0f; +``` +In `docking` branch or with multi-viewports: +```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.ConfigDpiScaleViewports = true; // [Experimental] Scale Dear ImGui and Platform Windows when Monitor DPI changes. +``` + +**Scaling style** (paddings, spacings, thicknesses) + +This is still massively work in progress, expect turbulence. +Style values are currently not easily scalable dynamically. +For single viewport application you can call once: +```cpp +style.ScaleAllSizes(factor); // call once! +``` +If you need to change the scaling factor, it is currently most practical to reset the style and call this again with a new value. Your UI code should avoid using hardcoded constants for size and positioning. Prefer to express values as multiple of reference values such as `ImGui::GetFontSize()` or `ImGui::GetFrameHeight()`. So e.g. instead of seeing a hardcoded height of 500 for a given item/window, you may want to use `30*ImGui::GetFontSize()` instead. -Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. +Down the line Dear ImGui will provide a variety of standardized reference values to facilitate using this. This is expected to happen during subsequent 1.92.x releases. -Applications in the `examples/` folder are not DPI aware partly because they are unable to load a custom font from the file-system (may change that in the future). +Applications in the `examples/` folder are partly DPI aware but they are unable to load a custom font from the file-system, so they look ugly (may change that in the future). -The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales). The current way to handle this on the application side is: -- Create and maintain one font atlas per active DPI scale (e.g. by iterating `platform_io.Monitors[]` before `NewFrame()`). -- Hook `platform_io.OnChangedViewport()` to detect when a `Begin()` call makes a Dear ImGui window change monitor (and therefore DPI). -- In the hook: swap atlas, swap style with correctly sized one, and remap the current font from one atlas to the other (you may need to maintain a remapping table of your fonts at varying DPI scales). +The reason DPI is not auto-magically solved in stock examples is that we don't yet have a satisfying solution for the "multi-dpi" problem (using the `docking` branch: when multiple viewport windows are over multiple monitors using different DPI scales) specifically for the `ImGuiStyle` structure. Fonts are however now perfectly scalable. -This approach is relatively easy and functional but comes with two issues: -- It's not possibly to reliably size or position a window ahead of `Begin()` without knowing on which monitor it'll land. -- Style override may be lost during the `Begin()` call crossing monitor boundaries. You may need to do some custom scaling mumbo-jumbo if you want your `OnChangedViewport()` handler to preserve style overrides. - -Please note that if you are not using multi-viewports with multi-monitors using different DPI scales, you can ignore that and use the simpler technique recommended at the top. - -On Windows, in addition to scaling the font size (make sure to round to an integer) and using `style.ScaleAllSizes()`, you will need to inform Windows that your application is DPI aware. If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are: - -- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()`. +**On Windows, you need to inform Windows that your application is DPI aware!** +If this is not done, Windows will scale the application window and the UI text will be blurry. Potential solutions to indicate DPI awareness on Windows are: +- For SDL2: the flag `SDL_WINDOW_ALLOW_HIGHDPI` needs to be passed to `SDL_CreateWindow()` + call `::SetProcessDPIAware()`. - For SDL3: the flag `SDL_WINDOW_HIGH_PIXEL_DENSITY` needs to be passed to `SDL_CreateWindow()`. - For GLFW: this is done automatically. - For other Windows projects with other backends, or wrapper projects: @@ -615,9 +661,12 @@ Use the font atlas to pack them into a single texture. Read [docs/FONTS.md](http --- ### Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic? -When loading a font, pass custom Unicode ranges to specify the glyphs to load. +Since 1.92 (June 2025) and with an updated backend, it is not necessary to specify glyph ranges at all. + +Before 1.92, when loading a font, pass custom Unicode ranges to specify the glyphs to load. ```cpp +// [BEFORE 1.92] // Add default Japanese ranges io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese()); @@ -641,8 +690,8 @@ Text input: it is up to your application to pass the right character code by cal The applications in examples/ are doing that. Windows: you can use the WM_CHAR or WM_UNICHAR or WM_IME_CHAR message (depending if your app is built using Unicode or MultiByte mode). You may also use `MultiByteToWideChar()` or `ToUnicode()` to retrieve Unicode codepoints from MultiByte characters or keyboard state. -Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to ImGui::GetMainViewport()->PlatformHandleRaw -for the default implementation of GetPlatformIO().Platform_SetImeDataFn() to set your Microsoft IME position correctly. +Windows: if your language is relying on an Input Method Editor (IME), you can write your HWND to `ImGui::GetMainViewport()->PlatformHandleRaw` +for the default implementation of `GetPlatformIO().Platform_SetImeDataFn()` to set your Microsoft IME position correctly. ##### [Return to Index](#index) diff --git a/docs/FONTS.md b/docs/FONTS.md index e9fbcbe42..7ed8fe026 100644 --- a/docs/FONTS.md +++ b/docs/FONTS.md @@ -12,6 +12,7 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo ## Index - [Troubleshooting](#troubleshooting) +- [New! Dynamic Fonts system in 1.92 (June 2025)](#new-dynamic-fonts-system-in-192-june-2025) - [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application) - [Fonts Loading Instructions](#fonts-loading-instructions) - [Loading Font Data from Memory](#loading-font-data-from-memory) @@ -43,6 +44,8 @@ See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to co ### (3) Missing glyph ranges. +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is necessary.** + You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges. This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load. @@ -50,6 +53,8 @@ All loaded fonts glyphs are rendered into a single texture atlas ahead of time. ### (4) Font atlas texture fails to upload to GPU. +🆕 **Since 1.92, with an up to date backend: atlas is built incrementally and dynamically resized, this is less likely to happen** + This is often of byproduct of point 3. If you have large number of glyphs or multiple fonts, the texture may become too big for your graphics API. **The typical result of failing to upload a texture is if every glyph or everything appears as empty white rectangles.** Mind the fact that some graphics drivers have texture size limitation. If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. ![empty squares](https://github.com/user-attachments/assets/68b50fb5-8b9d-4c38-baec-6ac384f06d26) @@ -60,10 +65,25 @@ Some solutions: - Reduce glyphs ranges by calculating them from source localization data. You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win! - Set `io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight;` to disable rounding the texture height to the next power of two. -- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function). Future versions of Dear ImGui should solve this problem. +##### [Return to Index](#index) + +--------------------------------------- + +## New! Dynamic Fonts system in 1.92 (June 2025) + +v1.92 introduces a newer, dynamic font system. It requires backend to support the `ImGuiBackendFlags_HasTextures` feature: +- Users of icons, Asian and non-English languages do not need to pre-build all glyphs ahead of time. Saving on loading time, memory, and also reducing issues with missing glyphs. Specifying glyph ranges is not needed anymore. +- `PushFontSize()` may be used anytime to change font size. +- Packing custom rectangles is more convenient as pixels may be written to immediately. +- Any update to fonts previously required backend specific calls to re-upload the texture, and said calls were not portable across backends. It is now possible to scale fonts etc. in a way that doesn't require you to make backend-specific calls. +- It is possible to plug a custom loader/backend to any font source. + +See [#8465](https://github.com/ocornut/imgui/issues/8465) for more details. + + ##### [Return to Index](#index) --------------------------------------- @@ -85,6 +105,12 @@ io.Fonts->AddFontDefault(); ``` **Load .TTF/.OTF file with:** +🆕 **Since 1.92, with an up to date backend: passing a size is not necessary** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("font.ttf"); +``` +**Before 1.92, or without an up to date backend:** ```cpp ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); @@ -95,8 +121,8 @@ If you get an assert stating "Could not load font file!", your font filename is ```cpp // Init ImGuiIO& io = ImGui::GetIO(); -ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); -ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); +ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf",); +ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf"); ``` In your application loop, select which font to use: @@ -110,11 +136,23 @@ ImGui::PopFont(); **For advanced options create a ImFontConfig structure and pass it to the AddFont() function (it will be copied internally):** ```cpp ImFontConfig config; -config.RasterizerDensity = 2.0f; +config.OversampleH = 1.0f; ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); ``` **Combine multiple fonts into one:** + +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary.** +```cpp +// Load a first font +ImFont* font = io.Fonts->AddFontDefault(); +ImFontConfig config; +config.MergeMode = true; +io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 0.0f, &config); // Merge into first font to add e.g. Asian characters +io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 0.0f, &config); // Merge into first font to add Icons +io.Fonts->Build(); +``` +**Before 1.92, or without an up to date backend:** ```cpp // Load a first font ImFont* font = io.Fonts->AddFontDefault(); @@ -132,6 +170,7 @@ io.Fonts->Build(); **Add a fourth parameter to bake specific font ranges only:** +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. All the GetGlyphRangesXXX() functions are marked obsolete.** ```cpp // Basic Latin, Extended Latin io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesDefault()); @@ -146,10 +185,18 @@ See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create yo **Example loading and using a Japanese font:** +🆕 **Since 1.92, with an up to date backend:** +```cpp +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf"); +``` + +**Before 1.92, or without an up to date backend:** ```cpp ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); ``` + ```cpp ImGui::Text(u8"こんにちは!テスト %d", 123); if (ImGui::Button(u8"ロード")) @@ -216,12 +263,24 @@ To refer to the icon UTF-8 codepoints from your C++ code, you may use those head So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon. +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is unnecessary. You can omit this parameter.** Example Setup: ```cpp // Merge icons into default tool font #include "IconsFontAwesome.h" ImGuiIO& io = ImGui::GetIO(); io.Fonts->AddFontDefault(); +ImFontConfig config; +config.MergeMode = true; +config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced +io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config); +``` +**Before 1.92:** +```cpp +// Merge icons into default tool font +#include "IconsFontAwesome.h" +ImGuiIO& io = ImGui::GetIO(); +io.Fonts->AddFontDefault(); ImFontConfig config; config.MergeMode = true; @@ -241,7 +300,8 @@ See Links below for other icons fonts and related tools. **Monospace Icons?** -To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font. +To make your icon look more monospace and facilitate alignment, you may want to set the `ImFontConfig::GlyphMinAdvanceX` value when loading an icon font. +If you `GlyphMinAdvanceX` you need to pass a `font_size` to `AddFontXXX()` calls, as the MinAdvanceX value will be specified for the given size and scaled otherwise. **Screenshot** @@ -254,8 +314,8 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com): ## Using FreeType Rasterizer (imgui_freetype) -- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. -- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. +- Dear ImGui uses [stb_truetype.h](https://github.com/nothings/stb/) to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. +- You can however use `imgui_freetype.cpp` from the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. - FreeType supports auto-hinting which tends to improve the readability of small fonts. - Read documentation in the [misc/freetype/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder. - Correct sRGB space blending will have an important effect on your font rendering quality. @@ -278,10 +338,9 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com): io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f); static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 }; static ImFontConfig cfg; -cfg.OversampleH = cfg.OversampleV = 1; cfg.MergeMode = true; -cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor; -io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges); +cfg.FontLoaderFlags |= ImGuiFreeTypeLoaderFlags_LoadColor; +io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg); ``` ##### [Return to Index](#index) @@ -290,6 +349,8 @@ io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ra ## Using Custom Glyph Ranges +🆕 **Since 1.92, with an up to date backend: specifying glyph ranges is necessary, so this is not needed.** + You can use the `ImFontGlyphRangesBuilder` helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. ```cpp ImVector ranges; @@ -309,10 +370,19 @@ io.Fonts->Build(); // Build the atlas while ## Using Custom Colorful Icons +🆕 **Since 1.92, with an up to date backend: this system has been revamped.** + +TL;DR; With the new system, it is recommended that you create a custom `ImFontLoader` and register your fonts with it. +`AddCustomRectFontGlyph()` has been obsoleted because its API does not make much sense with resizable fonts. + +You can ask questions in [#8466](https://github.com/ocornut/imgui/issues/8466). + +🆕 **Before 1.92:** + As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)** - You can use the `ImFontAtlas::AddCustomRect()` and `ImFontAtlas::AddCustomRectFontGlyph()` api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build()`. -- You can then use `ImFontAtlas::GetCustomRectByIndex(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. +- You can then use `ImFontAtlas::GetCustomRect(int)` to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. - This API is beta because it is likely to change in order to support multi-dpi (multiple viewports on multiple monitors with varying DPI scale). #### Pseudo-code: @@ -332,9 +402,7 @@ int tex_width, tex_height; io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) -{ - int rect_id = rect_ids[rect_n]; - if (const ImFontAtlasCustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) + if (const ImTextureRect* rect = io.Fonts->GetCustomRect(rect_ids[rect_n])) { // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) for (int y = 0; y < rect->Height; y++) @@ -344,7 +412,6 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) *p++ = IM_COL32(255, 0, 0, 255); } } -} ``` ##### [Return to Index](#index) diff --git a/examples/example_allegro5/main.cpp b/examples/example_allegro5/main.cpp index 298c8451d..158265582 100644 --- a/examples/example_allegro5/main.cpp +++ b/examples/example_allegro5/main.cpp @@ -53,16 +53,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); bool show_demo_window = true; diff --git a/examples/example_android_opengl3/main.cpp b/examples/example_android_opengl3/main.cpp index 42aa622f7..452cb77d9 100644 --- a/examples/example_android_opengl3/main.cpp +++ b/examples/example_android_opengl3/main.cpp @@ -154,7 +154,6 @@ void Init(struct android_app* app) // 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 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). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them. @@ -181,7 +180,7 @@ void Init(struct android_app* app) //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 15.0f); //IM_ASSERT(font != nullptr); //font_data_size = GetAssetData("ArialUni.ttf", &font_data); - //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //font = io.Fonts->AddFontFromMemoryTTF(font_data, font_data_size, 18.0f); //IM_ASSERT(font != nullptr); // Arbitrary scale-up diff --git a/examples/example_apple_metal/main.mm b/examples/example_apple_metal/main.mm index 9c857ef74..7cd8c3e77 100644 --- a/examples/example_apple_metal/main.mm +++ b/examples/example_apple_metal/main.mm @@ -82,16 +82,16 @@ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); return self; diff --git a/examples/example_apple_opengl2/main.mm b/examples/example_apple_opengl2/main.mm index 40d007dfb..f7c699e97 100644 --- a/examples/example_apple_opengl2/main.mm +++ b/examples/example_apple_opengl2/main.mm @@ -72,16 +72,16 @@ // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); } diff --git a/examples/example_glfw_metal/main.mm b/examples/example_glfw_metal/main.mm index 2f346ffb8..692a41cad 100644 --- a/examples/example_glfw_metal/main.mm +++ b/examples/example_glfw_metal/main.mm @@ -52,16 +52,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Setup window diff --git a/examples/example_glfw_opengl2/main.cpp b/examples/example_glfw_opengl2/main.cpp index df14dca69..4254cf2b5 100644 --- a/examples/example_glfw_opengl2/main.cpp +++ b/examples/example_glfw_opengl2/main.cpp @@ -77,16 +77,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_glfw_opengl3/main.cpp b/examples/example_glfw_opengl3/main.cpp index d02bb092e..45689aa49 100644 --- a/examples/example_glfw_opengl3/main.cpp +++ b/examples/example_glfw_opengl3/main.cpp @@ -71,7 +71,8 @@ int main(int, char**) #endif // Create window with graphics context - GLFWwindow* window = glfwCreateWindow(1280, 720, "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); + float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor()); // Valid on GLFW 3.3+ only + GLFWwindow* window = glfwCreateWindow((int)(1280 * main_scale), (int)(800 * main_scale), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr); if (window == nullptr) return 1; glfwMakeContextCurrent(window); @@ -92,8 +93,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -111,17 +116,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_glfw_vulkan/main.cpp b/examples/example_glfw_vulkan/main.cpp index e0f506f36..818e91fd1 100644 --- a/examples/example_glfw_vulkan/main.cpp +++ b/examples/example_glfw_vulkan/main.cpp @@ -429,16 +429,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_glfw_wgpu/main.cpp b/examples/example_glfw_wgpu/main.cpp index 723b69da4..4f6dde204 100644 --- a/examples/example_glfw_wgpu/main.cpp +++ b/examples/example_glfw_wgpu/main.cpp @@ -115,19 +115,19 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Emscripten allows preloading a file or folder to be accessible at runtime. See Makefile for details. //io.Fonts->AddFontDefault(); + //style.FontSizeBase = 20.0f; #ifndef IMGUI_DISABLE_FILE_FUNCTIONS - //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf", 15.0f); - //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf", 10.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("fonts/segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/Cousine-Regular.ttf"); + //io.Fonts->AddFontFromFileTTF("fonts/ProggyTiny.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf"); //IM_ASSERT(font != nullptr); #endif diff --git a/examples/example_glut_opengl2/main.cpp b/examples/example_glut_opengl2/main.cpp index 4edae6f19..cc8b618e3 100644 --- a/examples/example_glut_opengl2/main.cpp +++ b/examples/example_glut_opengl2/main.cpp @@ -83,16 +83,16 @@ int main(int argc, char** argv) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Main loop diff --git a/examples/example_null/main.cpp b/examples/example_null/main.cpp index f7153cc48..460f33cab 100644 --- a/examples/example_null/main.cpp +++ b/examples/example_null/main.cpp @@ -11,9 +11,10 @@ int main(int, char**) ImGuiIO& io = ImGui::GetIO(); // Build atlas - unsigned char* tex_pixels = nullptr; - int tex_w, tex_h; - io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); + //unsigned char* tex_pixels = nullptr; + //int tex_w, tex_h; + //io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_w, &tex_h); + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; for (int n = 0; n < 20; n++) { diff --git a/examples/example_sdl2_directx11/main.cpp b/examples/example_sdl2_directx11/main.cpp index 7b7de21c6..f7029eb4a 100644 --- a/examples/example_sdl2_directx11/main.cpp +++ b/examples/example_sdl2_directx11/main.cpp @@ -33,6 +33,9 @@ int main(int, char**) // Setup SDL // (Some versions of SDL before <2.0.10 appears to have performance/stalling issues on a minority of Windows systems, // depending on whether SDL_INIT_GAMECONTROLLER is enabled or disabled.. updating to the latest version of SDL is recommended!) +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); @@ -45,8 +48,9 @@ int main(int, char**) #endif // Setup window + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+DirectX11 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -80,8 +84,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -96,16 +104,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl2_metal/main.mm b/examples/example_sdl2_metal/main.mm index 5cd704382..80aa8cd7b 100644 --- a/examples/example_sdl2_metal/main.mm +++ b/examples/example_sdl2_metal/main.mm @@ -43,16 +43,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Setup SDL diff --git a/examples/example_sdl2_opengl2/main.cpp b/examples/example_sdl2_opengl2/main.cpp index 4c537c376..b3a48c18e 100644 --- a/examples/example_sdl2_opengl2/main.cpp +++ b/examples/example_sdl2_opengl2/main.cpp @@ -17,11 +17,17 @@ #include #include #include +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif // Main code int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); @@ -39,8 +45,9 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -66,8 +73,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -82,16 +93,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl2_opengl3/main.cpp b/examples/example_sdl2_opengl3/main.cpp index 4fc75c33b..117ed6ebb 100644 --- a/examples/example_sdl2_opengl3/main.cpp +++ b/examples/example_sdl2_opengl3/main.cpp @@ -17,6 +17,9 @@ #else #include #endif +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif // This example can also compile and run with Emscripten! See 'Makefile.emscripten' for details. #ifdef __EMSCRIPTEN__ @@ -27,6 +30,9 @@ int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); @@ -73,8 +79,9 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+OpenGL3 example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -106,8 +113,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -122,17 +133,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl2_sdlrenderer2/main.cpp b/examples/example_sdl2_sdlrenderer2/main.cpp index e922873ad..fd61a2e34 100644 --- a/examples/example_sdl2_sdlrenderer2/main.cpp +++ b/examples/example_sdl2_sdlrenderer2/main.cpp @@ -15,6 +15,9 @@ #include "imgui_impl_sdlrenderer2.h" #include #include +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif #if !SDL_VERSION_ATLEAST(2,0,17) #error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function @@ -24,6 +27,9 @@ int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); @@ -36,8 +42,9 @@ int main(int, char**) #endif // Create window with SDL_Renderer graphics context + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+SDL_Renderer example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -65,6 +72,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL2_InitForSDLRenderer(window, renderer); ImGui_ImplSDLRenderer2_Init(renderer); @@ -73,16 +85,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl2_vulkan/main.cpp b/examples/example_sdl2_vulkan/main.cpp index f5c86f581..328b6e821 100644 --- a/examples/example_sdl2_vulkan/main.cpp +++ b/examples/example_sdl2_vulkan/main.cpp @@ -20,6 +20,9 @@ #include // abort #include #include +#ifdef _WIN32 +#include // SetProcessDPIAware() +#endif // Volk headers #ifdef IMGUI_IMPL_VULKAN_USE_VOLK @@ -340,6 +343,9 @@ static void FramePresent(ImGui_ImplVulkanH_Window* wd) int main(int, char**) { // Setup SDL +#ifdef _WIN32 + ::SetProcessDPIAware(); +#endif if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER | SDL_INIT_GAMECONTROLLER) != 0) { printf("Error: %s\n", SDL_GetError()); @@ -352,8 +358,9 @@ int main(int, char**) #endif // Create window with Vulkan graphics context + float main_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(0); SDL_WindowFlags window_flags = (SDL_WindowFlags)(SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI); - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL2+Vulkan example", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -397,8 +404,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -429,16 +440,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl3_opengl3/main.cpp b/examples/example_sdl3_opengl3/main.cpp index baa6d60c0..a3f3f60ed 100644 --- a/examples/example_sdl3_opengl3/main.cpp +++ b/examples/example_sdl3_opengl3/main.cpp @@ -68,8 +68,9 @@ int main(int, char**) SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24); SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8); + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); SDL_WindowFlags window_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+OpenGL3 example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -102,8 +103,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -118,17 +123,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl3_sdlgpu3/main.cpp b/examples/example_sdl3_sdlgpu3/main.cpp index fe6cc9018..cd26663a1 100644 --- a/examples/example_sdl3_sdlgpu3/main.cpp +++ b/examples/example_sdl3_sdlgpu3/main.cpp @@ -34,8 +34,9 @@ int main(int, char**) } // Create SDL window graphics context + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_GPU example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -73,8 +74,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -93,16 +98,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl3_sdlrenderer3/main.cpp b/examples/example_sdl3_sdlrenderer3/main.cpp index 67fc7524e..fbe46e3a7 100644 --- a/examples/example_sdl3_sdlrenderer3/main.cpp +++ b/examples/example_sdl3_sdlrenderer3/main.cpp @@ -32,8 +32,9 @@ int main(int, char**) } // Create window with SDL_Renderer graphics context + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); SDL_WindowFlags window_flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+SDL_Renderer example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -61,6 +62,11 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); + // Setup scaling + ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + // Setup Platform/Renderer backends ImGui_ImplSDL3_InitForSDLRenderer(window, renderer); ImGui_ImplSDLRenderer3_Init(renderer); @@ -69,17 +75,17 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_sdl3_vulkan/main.cpp b/examples/example_sdl3_vulkan/main.cpp index b57a3dcb4..8de48121b 100644 --- a/examples/example_sdl3_vulkan/main.cpp +++ b/examples/example_sdl3_vulkan/main.cpp @@ -353,8 +353,9 @@ int main(int, char**) } // Create window with Vulkan graphics context + float main_scale = SDL_GetDisplayContentScale(SDL_GetPrimaryDisplay()); SDL_WindowFlags window_flags = SDL_WINDOW_VULKAN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_HIDDEN | SDL_WINDOW_HIGH_PIXEL_DENSITY; - SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", 1280, 720, window_flags); + SDL_Window* window = SDL_CreateWindow("Dear ImGui SDL3+Vulkan example", (int)(1280 * main_scale), (int)(720 * main_scale), window_flags); if (window == nullptr) { printf("Error: SDL_CreateWindow(): %s\n", SDL_GetError()); @@ -402,8 +403,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -434,16 +439,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_win32_directx10/main.cpp b/examples/example_win32_directx10/main.cpp index a9e5e31fb..afdc0de4a 100644 --- a/examples/example_win32_directx10/main.cpp +++ b/examples/example_win32_directx10/main.cpp @@ -30,11 +30,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX10 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -63,8 +66,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -79,16 +86,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_win32_directx11/main.cpp b/examples/example_win32_directx11/main.cpp index a91624dfb..7dd669609 100644 --- a/examples/example_win32_directx11/main.cpp +++ b/examples/example_win32_directx11/main.cpp @@ -30,11 +30,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX11 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -66,8 +69,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -82,16 +89,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_win32_directx12/main.cpp b/examples/example_win32_directx12/main.cpp index 0ead3cab6..f5498dd23 100644 --- a/examples/example_win32_directx12/main.cpp +++ b/examples/example_win32_directx12/main.cpp @@ -109,11 +109,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX12 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -142,8 +145,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -173,16 +180,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_win32_directx9/main.cpp b/examples/example_win32_directx9/main.cpp index 6f99b6854..17358273d 100644 --- a/examples/example_win32_directx9/main.cpp +++ b/examples/example_win32_directx9/main.cpp @@ -28,11 +28,14 @@ LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Main code int main(int, char**) { + // Make process DPI aware and obtain main monitor scale + ImGui_ImplWin32_EnableDpiAwareness(); + float main_scale = ImGui_ImplWin32_GetDpiScaleForMonitor(::MonitorFromPoint(POINT{ 0, 0 }, MONITOR_DEFAULTTOPRIMARY)); + // Create application window - //ImGui_ImplWin32_EnableDpiAwareness(); WNDCLASSEXW wc = { sizeof(wc), CS_CLASSDC, WndProc, 0L, 0L, GetModuleHandle(nullptr), nullptr, nullptr, nullptr, nullptr, L"ImGui Example", nullptr }; ::RegisterClassExW(&wc); - HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, 1280, 800, nullptr, nullptr, wc.hInstance, nullptr); + HWND hwnd = ::CreateWindowW(wc.lpszClassName, L"Dear ImGui DirectX9 Example", WS_OVERLAPPEDWINDOW, 100, 100, (int)(1280 * main_scale), (int)(800 * main_scale), nullptr, nullptr, wc.hInstance, nullptr); // Initialize Direct3D if (!CreateDeviceD3D(hwnd)) @@ -61,8 +64,12 @@ int main(int, char**) ImGui::StyleColorsDark(); //ImGui::StyleColorsLight(); - // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. + // Setup scaling ImGuiStyle& style = ImGui::GetStyle(); + style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) + style.FontScaleDpi = main_scale; // Set initial font scale. (using io.ConfigDpiScaleFonts=true makes this unnecessary. We leave both here for documentation purpose) + + // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { style.WindowRounding = 0.0f; @@ -77,16 +84,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_win32_opengl3/main.cpp b/examples/example_win32_opengl3/main.cpp index ffc6e3da0..083c2af3a 100644 --- a/examples/example_win32_opengl3/main.cpp +++ b/examples/example_win32_opengl3/main.cpp @@ -135,16 +135,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/examples/example_win32_vulkan/main.cpp b/examples/example_win32_vulkan/main.cpp index 6be7bc5a5..14716e97a 100644 --- a/examples/example_win32_vulkan/main.cpp +++ b/examples/example_win32_vulkan/main.cpp @@ -432,16 +432,16 @@ int main(int, char**) // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). - // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! + //style.FontSizeBase = 20.0f; //io.Fonts->AddFontDefault(); - //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); - //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); - //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); + //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf"); + //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf"); + //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf"); //IM_ASSERT(font != nullptr); // Our state diff --git a/imgui.cpp b/imgui.cpp index f63fd4f1f..077154a41 100644 --- a/imgui.cpp +++ b/imgui.cpp @@ -299,7 +299,7 @@ CODE // Any application code here ImGui::Text("Hello, world!"); - // Render dear imgui into screen + // Render dear imgui into framebuffer ImGui::Render(); ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData()); g_pSwapChain->Present(1, 0); @@ -312,24 +312,14 @@ CODE EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE - // Application init: create a dear imgui context, setup some options, load fonts + // Application init: create a Dear ImGui context, setup some options, load fonts ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); - // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls. - // TODO: Fill optional fields of the io structure later. + // TODO: set io.ConfigXXX values, e.g. + io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable keyboard controls + // TODO: Load TTF/OTF fonts if you don't want to use the default font. - - // Build and load the texture atlas into a texture - // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer) - int width, height; - unsigned char* pixels = nullptr; - io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); - - // At this point you've got the texture data and you need to upload that to your graphic system: - // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'. - // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID. - MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32) - io.Fonts->SetTexID((void*)texture); + io.Fonts->AddFontFromFileTTF("NotoSans.ttf", 18.0f); // Application main loop while (true) @@ -352,12 +342,19 @@ CODE MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End(); MyGameRender(); // may use any Dear ImGui functions as well! - // Render dear imgui, swap buffers + // End the dear imgui frame // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code) - ImGui::EndFrame(); + ImGui::EndFrame(); // this is automatically called by Render(), but available ImGui::Render(); + + // Update textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); + + // Render dear imgui contents, swap buffers ImDrawData* draw_data = ImGui::GetDrawData(); - MyImGuiRenderFunction(draw_data); + MyImGuiBackend_RenderDrawData(draw_data); SwapBuffers(); } @@ -368,12 +365,32 @@ CODE you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags! Please read the FAQ entry "How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?" about this. - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE --------------------------------------------- The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function. - void MyImGuiRenderFunction(ImDrawData* draw_data) + void MyImGuiBackend_UpdateTexture(ImTextureData* tex) + { + if (tex->Status == ImTextureStatus_WantCreate) + { + // create texture based on tex->Width/Height/Pixels + // call tex->SetTexID() to specify backend-specific identifiers + // tex->Status = ImTextureStatus_OK; + } + if (tex->Status == ImTextureStatus_WantUpdates) + { + // update texture blocks based on tex->UpdateRect + // tex->Status = ImTextureStatus_OK; + } + if (tex->Status == ImTextureStatus_WantDestroy) + { + // destroy texture + // call tex->SetTexID(ImTextureID_Invalid) + // tex->Status = ImTextureStatus_Destroyed; + } + } + + void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data) { // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. @@ -1200,6 +1217,9 @@ CODE #define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Hold CTRL to display for all candidates. CTRL+Arrow to change last direction. #define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window +// Default font size if unspecified in both style.FontSizeBase and AddFontXXX() calls. +static const float FONT_DEFAULT_SIZE = 20.0f; + // When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch. static const float NAV_WINDOWING_HIGHLIGHT_DELAY = 0.20f; // Time before the highlight and screen dimming starts fading in static const float NAV_WINDOWING_LIST_APPEAR_DELAY = 0.15f; // Time before the window list starts to appear @@ -1286,6 +1306,9 @@ static void UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt); // Misc static void UpdateFontsNewFrame(); +static void UpdateFontsEndFrame(); +static void UpdateTexturesNewFrame(); +static void UpdateTexturesEndFrame(); static void UpdateSettings(); static int UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_hovered, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect); static void RenderWindowOuterBorders(ImGuiWindow* window); @@ -1361,6 +1384,10 @@ static void* GImAllocatorUserData = NULL; ImGuiStyle::ImGuiStyle() { + FontSizeBase = 0.0f; // Will default to io.Fonts->Fonts[0] on first frame. + FontScaleMain = 1.0f; // Main scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi = 1.0f; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + Alpha = 1.0f; // Global alpha applies to everything in Dear ImGui. DisabledAlpha = 0.60f; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. WindowPadding = ImVec2(8,8); // Padding within a window @@ -1423,14 +1450,20 @@ ImGuiStyle::ImGuiStyle() HoverFlagsForTooltipMouse = ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. HoverFlagsForTooltipNav = ImGuiHoveredFlags_NoSharedDelay | ImGuiHoveredFlags_DelayNormal | ImGuiHoveredFlags_AllowWhenDisabled; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + // [Internal] + _MainScale = 1.0f; + _NextFrameFontSizeBase = 0.0f; + // Default theme ImGui::StyleColorsDark(this); } -// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you. + +// Scale all spacing/padding/thickness values. Do not scale fonts. // Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times. void ImGuiStyle::ScaleAllSizes(float scale_factor) { + _MainScale *= scale_factor; WindowPadding = ImTrunc(WindowPadding * scale_factor); WindowRounding = ImTrunc(WindowRounding * scale_factor); WindowMinSize = ImTrunc(WindowMinSize * scale_factor); @@ -1480,9 +1513,11 @@ ImGuiIO::ImGuiIO() UserData = NULL; Fonts = NULL; - FontGlobalScale = 1.0f; FontDefault = NULL; FontAllowUserScaling = false; +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + FontGlobalScale = 1.0f; // Use style.FontScaleMain instead! +#endif DisplayFramebufferScale = ImVec2(1.0f, 1.0f); // Keyboard/Gamepad Navigation options @@ -2070,6 +2105,12 @@ char* ImStrdup(const char* str) return (char*)memcpy(buf, (const void*)str, len + 1); } +void* ImMemdup(const void* src, size_t size) +{ + void* dst = IM_ALLOC(size); + return memcpy(dst, src, size); +} + char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src) { size_t dst_buf_size = p_dst_size ? *p_dst_size : ImStrlen(dst) + 1; @@ -3806,7 +3847,8 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con const float font_size = draw_list->_Data->FontSize; const float font_scale = draw_list->_Data->FontScale; const char* text_end_ellipsis = NULL; - const float ellipsis_width = font->EllipsisWidth * font_scale; + ImFontBaked* baked = font->GetFontBaked(font_size); + const float ellipsis_width = baked->GetCharAdvance(font->EllipsisChar) * font_scale; // We can now claim the space between pos_max.x and ellipsis_max.x const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f); @@ -3822,8 +3864,7 @@ void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, con RenderTextClippedEx(draw_list, pos_min, pos_max, text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f)); ImVec4 cpu_fine_clip_rect(pos_min.x, pos_min.y, pos_max.x, pos_max.y); ImVec2 ellipsis_pos = ImTrunc(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y)); - for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x = IM_TRUNC(ellipsis_pos.x + font->EllipsisCharStep * font_scale)) - font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect); + font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar, &cpu_fine_clip_rect); } else { @@ -3911,12 +3952,12 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale))) continue; ImDrawList* draw_list = GetForegroundDrawList(viewport); - ImTextureID tex_id = font_atlas->TexID; - draw_list->PushTextureID(tex_id); - draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[2], uv[3], col_border); - draw_list->AddImage(tex_id, pos, pos + size * scale, uv[0], uv[1], col_fill); + ImTextureRef tex_ref = font_atlas->TexRef; + draw_list->PushTexture(tex_ref); + draw_list->AddImage(tex_ref, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[2], uv[3], col_border); + draw_list->AddImage(tex_ref, pos, pos + size * scale, uv[0], uv[1], col_fill); if (mouse_cursor == ImGuiMouseCursor_Wait || mouse_cursor == ImGuiMouseCursor_Progress) { float a_min = ImFmod((float)g.Time * 5.0f, 2.0f * IM_PI); @@ -3924,7 +3965,7 @@ void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCurso draw_list->PathArcTo(pos + ImVec2(14, -1) * scale, 6.0f * scale, a_min, a_max); draw_list->PathStroke(col_fill, ImDrawFlags_None, 3.0f * scale); } - draw_list->PopTextureID(); + draw_list->PopTexture(); } } @@ -4010,10 +4051,14 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) Initialized = false; ConfigFlagsCurrFrame = ConfigFlagsLastFrame = ImGuiConfigFlags_None; - FontAtlasOwnedByContext = shared_font_atlas ? false : true; + Font = NULL; - FontSize = FontBaseSize = FontScale = CurrentDpiScale = 0.0f; + FontBaked = NULL; + FontSize = FontSizeBase = FontBakedScale = CurrentDpiScale = 0.0f; + FontRasterizerDensity = 1.0f; IO.Fonts = shared_font_atlas ? shared_font_atlas : IM_NEW(ImFontAtlas)(); + if (shared_font_atlas == NULL) + IO.Fonts->OwnerContext = this; Time = 0.0f; FrameCount = 0; FrameCountEnded = FrameCountPlatformEnded = FrameCountRendered = -1; @@ -4155,6 +4200,7 @@ ImGuiContext::ImGuiContext(ImFontAtlas* shared_font_atlas) MouseCursor = ImGuiMouseCursor_Arrow; MouseStationaryTimer = 0.0f; + InputTextPasswordFontBackupFlags = ImFontFlags_None; TempInputId = 0; memset(&DataTypeZeroValue, 0, sizeof(DataTypeZeroValue)); BeginMenuDepth = BeginComboDepth = 0; @@ -4284,6 +4330,12 @@ void ImGui::Initialize() DockContextInitialize(&g); #endif + // ImDrawList/ImFontAtlas are designed to function without ImGui, and 99% of it works without an ImGui context. + // But this link allows us to facilitate/handle a few edge cases better. + ImFontAtlas* atlas = g.IO.Fonts; + g.DrawListSharedData.Context = &g; + RegisterFontAtlas(atlas); + g.Initialized = true; } @@ -4295,12 +4347,15 @@ void ImGui::Shutdown() IM_ASSERT_USER_ERROR(g.IO.BackendRendererUserData == NULL, "Forgot to shutdown Renderer backend?"); // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame) - if (g.IO.Fonts && g.FontAtlasOwnedByContext) + for (ImFontAtlas* atlas : g.FontAtlases) { - g.IO.Fonts->Locked = false; - IM_DELETE(g.IO.Fonts); + UnregisterFontAtlas(atlas); + if (atlas->OwnerContext == &g) + { + atlas->Locked = false; + IM_DELETE(atlas); + } } - g.IO.Fonts = NULL; g.DrawListSharedData.TempBuffer.clear(); // Cleanup of other data are conditional on actually having initialized Dear ImGui. @@ -4441,7 +4496,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NUL DockOrder = -1; DrawList = &DrawListInst; DrawList->_OwnerName = Name; - DrawList->_Data = &Ctx->DrawListSharedData; + DrawList->_SetDrawListSharedData(&Ctx->DrawListSharedData); NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX); IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass(); } @@ -4461,8 +4516,12 @@ static void SetCurrentWindow(ImGuiWindow* window) g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL; if (window) { - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); - g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + { + ImGuiViewport* viewport = window->Viewport; + g.FontRasterizerDensity = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale.x : g.IO.DisplayFramebufferScale.x; // == SetFontRasterizerDensity() + } + ImGui::UpdateCurrentFontSize(0.0f); ImGui::NavUpdateCurrentWindowIsScrollPushableX(); } } @@ -4475,6 +4534,8 @@ void ImGui::GcCompactTransientMiscBuffers() g.MultiSelectTempDataStacked = 0; g.MultiSelectTempData.clear_destruct(); TableGcCompactSettings(); + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->CompactCache(); } // Free up/compact internal window buffers, we can use this when a window becomes unused. @@ -5036,7 +5097,7 @@ static ImDrawList* GetViewportBgFgDrawList(ImGuiViewportP* viewport, size_t draw if (viewport->BgFgDrawListsLastFrame[drawlist_no] != g.FrameCount) { draw_list->_ResetForNewFrame(); - draw_list->PushTextureID(g.IO.Fonts->TexID); + draw_list->PushTexture(g.IO.Fonts->TexRef); draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false); viewport->BgFgDrawListsLastFrame[drawlist_no] = g.FrameCount; } @@ -5346,6 +5407,43 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags(const ImVec2& mouse_pos) io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false; } +static void ImGui::UpdateTexturesNewFrame() +{ + // Cannot update every atlases based on atlas's FrameCount < g.FrameCount, because an atlas may be shared by multiple contexts with different frame count. + ImGuiContext& g = *GImGui; + const bool has_textures = (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + for (ImFontAtlas* atlas : g.FontAtlases) + { + if (atlas->OwnerContext == &g) + { + atlas->RendererHasTextures = has_textures; + ImFontAtlasUpdateNewFrame(atlas, g.FrameCount); + } + else + { + IM_ASSERT(atlas->Builder != NULL && atlas->Builder->FrameCount != -1 && "If you manage font atlases yourself you need to call ImFontAtlasUpdateNewFrame() on it."); + IM_ASSERT(atlas->RendererHasTextures == has_textures && "If you manage font atlases yourself make sure atlas->RendererHasTextures is set consistently with all contexts using it."); + } + } +} + +// Build a single texture list +static void ImGui::UpdateTexturesEndFrame() +{ + ImGuiContext& g = *GImGui; + g.PlatformIO.Textures.resize(0); + for (ImFontAtlas* atlas : g.FontAtlases) + for (ImTextureData* tex : atlas->TexList) + { + // We provide this information so backends can decide whether to destroy textures. + // This means in practice that if N imgui contexts are created with a shared atlas, we assume all of them have a backend initialized. + tex->RefCount = (unsigned short)atlas->RefCount; + g.PlatformIO.Textures.push_back(tex); + } + for (ImTextureData* tex : g.UserTextures) + g.PlatformIO.Textures.push_back(tex); +} + // Called once a frame. Followed by SetCurrentFont() which sets up the remaining data. // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal! static void SetupDrawListSharedData() @@ -5391,7 +5489,6 @@ void ImGui::NewFrame() UpdateSettings(); g.Time += g.IO.DeltaTime; - g.WithinFrameScope = true; g.FrameCount += 1; g.TooltipOverrideCount = 0; g.WindowsActiveCount = 0; @@ -5411,10 +5508,15 @@ void ImGui::NewFrame() // Update viewports (after processing input queue, so io.MouseHoveredViewport is set) UpdateViewportsNewFrame(); + // Update texture list (collect destroyed textures, etc.) + UpdateTexturesNewFrame(); + // Setup current font and draw list shared data SetupDrawListSharedData(); UpdateFontsNewFrame(); + g.WithinFrameScope = true; + // Mark rendering data as invalid to prevent user who may have a handle on it to use it. for (ImGuiViewportP* viewport : g.Viewports) { @@ -5740,6 +5842,7 @@ static void InitViewportDrawData(ImGuiViewportP* viewport) draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size; draw_data->FramebufferScale = (viewport->FramebufferScale.x != 0.0f) ? viewport->FramebufferScale : io.DisplayFramebufferScale; draw_data->OwnerViewport = viewport; + draw_data->Textures = &ImGui::GetPlatformIO().Textures; } // Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering. @@ -5960,6 +6063,7 @@ void ImGui::EndFrame() // End frame g.WithinFrameScope = false; g.FrameCountEnded = g.FrameCount; + UpdateFontsEndFrame(); // Initiate moving window + handle left-click and right-click focus UpdateMouseMovingWindowEndFrame(); @@ -5983,8 +6087,11 @@ void ImGui::EndFrame() g.Windows.swap(g.WindowsTempSortBuffer); g.IO.MetricsActiveWindows = g.WindowsActiveCount; + UpdateTexturesEndFrame(); + // Unlock font atlas - g.IO.Fonts->Locked = false; + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = false; // Clear Input data for next frame g.IO.MousePosPrev = g.IO.MousePos; @@ -6061,6 +6168,12 @@ void ImGui::Render() g.IO.MetricsRenderIndices += draw_data->TotalIdxCount; } +#ifndef IMGUI_DISABLE_DEBUG_TOOLS + if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + for (ImFontAtlas* atlas : g.FontAtlases) + ImFontAtlasDebugLogTextureRequests(atlas); +#endif + CallContextHooks(&g, ImGuiContextHookType_RenderPost); } @@ -8081,7 +8194,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags) // Setup draw list and outer clipping rectangle IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0); - window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID); + window->DrawList->PushTexture(g.Font->ContainerAtlas->TexRef); PushClipRect(host_rect.Min, host_rect.Max, false); // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71) @@ -8945,6 +9058,12 @@ ImFont* ImGui::GetFont() return GImGui->Font; } +ImFontBaked* ImGui::GetFontBaked() +{ + return GImGui->FontBaked; +} + +// Get current font size (= height in pixels) of current font, with external scale factors applied. Use ImGui::GetStyle().FontSizeBase to get value before external scale factors. float ImGui::GetFontSize() { return GImGui->FontSize; @@ -8955,15 +9074,16 @@ ImVec2 ImGui::GetFontTexUvWhitePixel() return GImGui->DrawListSharedData.TexUvWhitePixel; } +// Prefer using PushFontSize(style.FontSizeBase * factor), or use style.FontScaleMain to scale all windows. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS void ImGui::SetWindowFontScale(float scale) { IM_ASSERT(scale > 0.0f); - ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); window->FontWindowScale = scale; - g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize(); - g.FontScale = g.DrawListSharedData.FontScale = g.FontSize / g.Font->FontSize; + UpdateCurrentFontSize(0.0f); } +#endif void ImGui::PushFocusScope(ImGuiID id) { @@ -9127,45 +9247,186 @@ bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max) void ImGui::UpdateFontsNewFrame() { ImGuiContext& g = *GImGui; - g.IO.Fonts->Locked = true; - SetCurrentFont(GetDefaultFont()); + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + for (ImFontAtlas* atlas : g.FontAtlases) + atlas->Locked = true; + + if (g.Style._NextFrameFontSizeBase != 0.0f) + { + g.Style.FontSizeBase = g.Style._NextFrameFontSizeBase; + g.Style._NextFrameFontSizeBase = 0.0f; + } + + // Apply default font size the first time + ImFont* font = ImGui::GetDefaultFont(); + if (g.Style.FontSizeBase <= 0.0f) + g.Style.FontSizeBase = (font->LegacySize > 0.0f ? font->LegacySize : FONT_DEFAULT_SIZE); + + // Set initial font + g.Font = font; + g.FontSizeBase = g.Style.FontSizeBase; + g.FontSize = 0.0f; + ImFontStackData font_stack_data = { font, g.Style.FontSizeBase, g.Style.FontSizeBase }; // <--- Will restore FontSize + SetCurrentFont(font_stack_data.Font, font_stack_data.FontSizeBeforeScaling, 0.0f); // <--- but use 0.0f to enable scale + g.FontStack.push_back(font_stack_data); IM_ASSERT(g.Font->IsLoaded()); } -// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only. -void ImGui::SetCurrentFont(ImFont* font) +void ImGui::UpdateFontsEndFrame() { - ImGuiContext& g = *GImGui; - IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? - IM_ASSERT(font->Scale > 0.0f); - g.Font = font; - g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale); - g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f; - g.FontScale = g.FontSize / g.Font->FontSize; - - ImFontAtlas* atlas = g.Font->ContainerAtlas; - g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel; - g.DrawListSharedData.TexUvLines = atlas->TexUvLines; - g.DrawListSharedData.Font = g.Font; - g.DrawListSharedData.FontSize = g.FontSize; - g.DrawListSharedData.FontScale = g.FontScale; + PopFont(); } -// Use ImDrawList::_SetTextureID(), making our shared g.FontStack[] authoritative against window-local ImDrawList. -// - Whereas ImDrawList::PushTextureID()/PopTextureID() is not to be used across Begin() calls. -// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... -// - Some code paths never really fully worked with multiple atlas textures. -// - The right-ish solution may be to remove _SetTextureID() and make AddText/RenderText lazily call PushTextureID()/PopTextureID() -// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem -// because we have a concrete need and a test bed for multiple atlas textures. -void ImGui::PushFont(ImFont* font) +ImFont* ImGui::GetDefaultFont() { ImGuiContext& g = *GImGui; + ImFontAtlas* atlas = g.IO.Fonts; + if (atlas->Builder == NULL || atlas->Fonts.Size == 0) + ImFontAtlasBuildMain(atlas); + return g.IO.FontDefault ? g.IO.FontDefault : atlas->Fonts[0]; +} + +void ImGui::RegisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(tex->RefCount > 0); + g.UserTextures.push_back(tex); +} + +void ImGui::UnregisterUserTexture(ImTextureData* tex) +{ + ImGuiContext& g = *GImGui; + g.UserTextures.find_erase(tex); +} + +void ImGui::RegisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + if (g.FontAtlases.Size == 0) + IM_ASSERT(atlas == g.IO.Fonts); + atlas->RefCount++; + g.FontAtlases.push_back(atlas); + ImFontAtlasAddDrawListSharedData(atlas, &g.DrawListSharedData); +} + +void ImGui::UnregisterFontAtlas(ImFontAtlas* atlas) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(atlas->RefCount > 0); + ImFontAtlasRemoveDrawListSharedData(atlas, &g.DrawListSharedData); + g.FontAtlases.find_erase(atlas); + atlas->RefCount--; +} + +// Use ImDrawList::_SetTexture(), making our shared g.FontStack[] authoritative against window-local ImDrawList. +// - Whereas ImDrawList::PushTexture()/PopTexture() is not to be used across Begin() calls. +// - Note that we don't propagate current texture id when e.g. Begin()-ing into a new window, we never really did... +// - Some code paths never really fully worked with multiple atlas textures. +// - The right-ish solution may be to remove _SetTexture() and make AddText/RenderText lazily call PushTexture()/PopTexture() +// the same way AddImage() does, but then all other primitives would also need to? I don't think we should tackle this problem +// because we have a concrete need and a test bed for multiple atlas textures. +// FIXME-NEWATLAS-V2: perhaps we can now leverage ImFontAtlasUpdateDrawListsTextures() ? +void ImGui::SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + g.Font = font; + g.FontSizeBase = font_size_before_scaling; + UpdateCurrentFontSize(font_size_after_scaling); + + if (font != NULL) + { + IM_ASSERT(font && font->IsLoaded()); // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ? +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IM_ASSERT(font->Scale > 0.0f); +#endif + g.DrawListSharedData.Font = g.Font; + ImFontAtlasUpdateDrawListsSharedData(g.Font->ContainerAtlas); + if (g.CurrentWindow != NULL) + g.CurrentWindow->DrawList->_SetTexture(font->ContainerAtlas->TexRef); + } +} + +void ImGui::UpdateCurrentFontSize(float restore_font_size_after_scaling) +{ + ImGuiContext& g = *GImGui; + ImGuiWindow* window = g.CurrentWindow; + + g.Style.FontSizeBase = g.FontSizeBase; + + // Early out to avoid hidden window keeping bakes referenced and out of GC reach. + // However this would leave a pretty subtle and damning error surface area if g.FontBaked was mismatching, so for now we null it. + if (window != NULL && window->SkipItems) + if (g.CurrentTable == NULL || g.CurrentTable->CurrentColumn != -1) // See 8465#issuecomment-2951509561. Ideally the SkipItems=true in tables would be amended with extra data. + { + g.FontBaked = NULL; + return; + } + + // Restoring is pretty much only used by PopFont()/PopFontSize() + float final_size = (restore_font_size_after_scaling > 0.0f) ? restore_font_size_after_scaling : 0.0f; + if (final_size == 0.0f) + { + final_size = g.FontSizeBase; + + // External scale factors + final_size *= g.Style.FontScaleMain; // Main global scale factor + final_size *= g.Style.FontScaleDpi; // Per-monitor/viewport DPI scale factor, automatically updated when io.ConfigDpiScaleFonts is enabled. + + // Window scale (mostly obsolete now) + if (window != NULL) + final_size *= window->FontWindowScale; + + // Legacy scale factors +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + final_size *= g.IO.FontGlobalScale; // Use style.FontScaleMain instead! + if (g.Font != NULL) + final_size *= g.Font->Scale; // Was never really useful. +#endif + } + + // Round font size + // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. + // - We may support it better later and remove this rounding. + final_size = GetRoundedFontSize(final_size); + final_size = ImMax(1.0f, final_size); + if (g.Font != NULL && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures)) + g.Font->CurrentRasterizerDensity = g.FontRasterizerDensity; + g.FontSize = final_size; + g.FontBaked = (g.Font != NULL && window != NULL) ? g.Font->GetFontBaked(final_size) : NULL; + g.FontBakedScale = (g.Font != NULL && window != NULL) ? (g.FontSize / g.FontBaked->Size) : 0.0f; + g.DrawListSharedData.FontSize = g.FontSize; + g.DrawListSharedData.FontScale = g.FontBakedScale; +} + +// Exposed in case user may want to override setting density. +// IMPORTANT: Begin()/End() is overriding density. Be considerate of this you change it. +void ImGui::SetFontRasterizerDensity(float rasterizer_density) +{ + ImGuiContext& g = *GImGui; + IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures); + if (g.FontRasterizerDensity == rasterizer_density) + return; + g.FontRasterizerDensity = rasterizer_density; + UpdateCurrentFontSize(0.0f); +} + +// If you want to scale an existing font size: +// - Use e.g. PushFontSize(style.FontSizeBase * factor) (= value before external scale factors applied). +// - Do NOT use PushFontSize(GetFontSize() * factor) (= value after external scale factors applied). +void ImGui::PushFont(ImFont* font, float font_size_base) +{ + ImGuiContext& g = *GImGui; + g.FontStack.push_back({ g.Font, g.FontSizeBase, g.FontSize }); if (font == NULL) font = GetDefaultFont(); - g.FontStack.push_back(font); - SetCurrentFont(font); - g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); + if (font_size_base <= 0.0f) + { + if (font->Flags & ImFontFlags_DefaultToLegacySize) + font_size_base = font->LegacySize; // Legacy: use AddFont() specified font size. Same as doing PushFont(font, font->LegacySize) + else + font_size_base = g.FontSizeBase; // Keep current font size + } + SetCurrentFont(font, font_size_base, 0.0f); } void ImGui::PopFont() @@ -9176,10 +9437,20 @@ void ImGui::PopFont() IM_ASSERT_USER_ERROR(0, "Calling PopFont() too many times!"); return; } + ImFontStackData* font_stack_data = &g.FontStack.back(); + SetCurrentFont(font_stack_data->Font, font_stack_data->FontSizeBeforeScaling, font_stack_data->FontSizeAfterScaling); g.FontStack.pop_back(); - ImFont* font = g.FontStack.Size == 0 ? GetDefaultFont() : g.FontStack.back(); - SetCurrentFont(font); - g.CurrentWindow->DrawList->_SetTextureID(font->ContainerAtlas->TexID); +} + +void ImGui::PushFontSize(float font_size_base) +{ + ImGuiContext& g = *GImGui; + PushFont(g.Font, font_size_base); +} + +void ImGui::PopFontSize() +{ + PopFont(); } //----------------------------------------------------------------------------- @@ -10900,7 +11171,6 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0) && "Need a positive DeltaTime!"); IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount) && "Forgot to call Render() or EndFrame() at the end of the previous frame?"); IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f && "Invalid DisplaySize value!"); - IM_ASSERT(g.IO.Fonts->IsBuilt() && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()"); IM_ASSERT(g.Style.CurveTessellationTol > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f && "Invalid style setting!"); IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations @@ -10915,6 +11185,9 @@ static void ImGui::ErrorCheckNewFrameSanityChecks() IM_ASSERT(g.IO.ConfigErrorRecoveryEnableAssert || g.IO.ConfigErrorRecoveryEnableDebugLog || g.IO.ConfigErrorRecoveryEnableTooltip || g.ErrorCallback != NULL); #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (g.IO.FontGlobalScale > 1.0f) + IM_ASSERT(g.Style.FontScaleMain == 1.0f && "Since 1.92: use style.FontScaleMain instead of g.IO.FontGlobalScale!"); + // Remap legacy names if (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) { @@ -16025,10 +16298,12 @@ static void ImGui::UpdateViewportsNewFrame() IM_ASSERT(main_viewport->Window == NULL); ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f); ImVec2 main_viewport_size = g.IO.DisplaySize; + ImVec2 main_viewport_framebuffer_scale = g.IO.DisplayFramebufferScale; if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized)) { - main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) + main_viewport_pos = main_viewport->Pos; // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path) main_viewport_size = main_viewport->Size; + main_viewport_framebuffer_scale = main_viewport->FramebufferScale; } AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows); @@ -20961,7 +21236,8 @@ static void Platform_SetImeDataFn_DefaultImpl(ImGuiContext*, ImGuiViewport*, ImG // - RenderViewportsThumbnails() [Internal] // - DebugTextEncoding() // - MetricsHelpMarker() [Internal] -// - ShowFontAtlas() [Internal] +// - ShowFontAtlas() [Internal but called by Demo!] +// - DebugNodeTexture() [Internal] // - ShowMetricsWindow() // - DebugNodeColumns() [Internal] // - DebugNodeDockNode() [Internal] @@ -21123,10 +21399,12 @@ void ImGui::DebugTextEncoding(const char* str) Text("0x%02X", (int)(unsigned char)p[byte_index]); } TableNextColumn(); - if (GetFont()->FindGlyphNoFallback((ImWchar)c)) - TextUnformatted(p, p + c_utf8_len); - else - TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]"); + TextUnformatted(p, p + c_utf8_len); + if (!GetFont()->IsGlyphInFont((ImWchar)c)) + { + SameLine(); + TextUnformatted("[missing]"); + } TableNextColumn(); Text("U+%04X", (int)c); p += c_utf8_len; @@ -21174,6 +21452,14 @@ static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, ImTex return buf; } +static const char* FormatTextureIDForDebugDisplay(char* buf, int buf_size, const ImDrawCmd* cmd) +{ + char* buf_end = buf + buf_size; + if (cmd->TexRef._TexData != NULL) + buf += ImFormatString(buf, buf_end - buf, "#%03d: ", cmd->TexRef._TexData->UniqueID); + return FormatTextureIDForDebugDisplay(buf, (int)(buf_end - buf), cmd->TexRef.GetTexID()); // Calling TexRef::GetTexID() to avoid assert of cmd->GetTexID() +} + // Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds. static void MetricsHelpMarker(const char* desc) { @@ -21187,20 +21473,87 @@ static void MetricsHelpMarker(const char* desc) } } +#ifdef IMGUI_ENABLE_FREETYPE +namespace ImGuiFreeType { IMGUI_API const ImFontLoader* GetFontLoader(); IMGUI_API bool DebugEditFontLoaderFlags(unsigned int* p_font_builder_flags); } +#endif + // [DEBUG] List fonts in a font atlas and display its texture void ImGui::ShowFontAtlas(ImFontAtlas* atlas) { ImGuiContext& g = *GImGui; + ImGuiIO& io = g.IO; + ImGuiStyle& style = g.Style; - Text("Read "); - SameLine(0, 0); - TextLinkOpenURL("https://www.dearimgui.com/faq/"); - SameLine(0, 0); - Text(" for details on font loading."); + BeginDisabled(); + CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); + EndDisabled(); + ShowFontSelector("Font"); + //BeginDisabled((io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + SameLine(); MetricsHelpMarker("- This is scaling font only. General scaling will come later."); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 5.0f); + //BeginDisabled(io.ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 5.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + BulletText("Load a nice font for better results!"); + BulletText("Please submit feedback:"); + SameLine(); TextLinkOpenURL("#8465", "https://github.com/ocornut/imgui/issues/8465"); + BulletText("Read FAQ for more details:"); + SameLine(); TextLinkOpenURL("dearimgui.com/faq", "https://www.dearimgui.com/faq/"); + //EndDisabled(); + + SeparatorText("Font List"); ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; Checkbox("Show font preview", &cfg->ShowFontPreview); + // Font loaders + if (TreeNode("Loader", "Loader: \'%s\'", atlas->FontLoaderName ? atlas->FontLoaderName : "NULL")) + { + const ImFontLoader* loader_current = atlas->FontLoader; + BeginDisabled(!atlas->RendererHasTextures); +#ifdef IMGUI_ENABLE_STB_TRUETYPE + const ImFontLoader* loader_stbtruetype = ImFontAtlasGetFontLoaderForStbTruetype(); + if (RadioButton("stb_truetype", loader_current == loader_stbtruetype)) + ImFontAtlasBuildSetupFontLoader(atlas, loader_stbtruetype); +#else + BeginDisabled(); + RadioButton("stb_truetype", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_STB_TRUETYPE"); + EndDisabled(); +#endif + SameLine(); +#ifdef IMGUI_ENABLE_FREETYPE + const ImFontLoader* loader_freetype = ImGuiFreeType::GetFontLoader(); + if (RadioButton("FreeType", loader_current == loader_freetype)) + ImFontAtlasBuildSetupFontLoader(atlas, loader_freetype); + if (loader_current == loader_freetype) + { + unsigned int loader_flags = atlas->FontLoaderFlags; + Text("Shared FreeType Loader Flags: 0x%08", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) + { + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + atlas->FontLoaderFlags = loader_flags; + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); + } + } +#else + BeginDisabled(); + RadioButton("FreeType", false); + SetItemTooltip("Requires #define IMGUI_ENABLE_FREETYPE + imgui_freetype.cpp."); + EndDisabled(); +#endif + EndDisabled(); + TreePop(); + } + // Font list for (ImFont* font : atlas->Fonts) { @@ -21208,13 +21561,101 @@ void ImGui::ShowFontAtlas(ImFontAtlas* atlas) DebugNodeFont(font); PopID(); } - if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight)) + + SeparatorText("Font Atlas"); + if (Button("Compact")) + atlas->CompactCache(); + SameLine(); + if (Button("Grow")) + ImFontAtlasTextureGrow(atlas); + SameLine(); + if (Button("Clear All")) + ImFontAtlasBuildClear(atlas); + SetItemTooltip("Destroy cache and custom rectangles."); + + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) { - PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); - ImageWithBg(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + ImTextureData* tex = atlas->TexList[tex_n]; + if (tex_n > 0) + SameLine(); + Text("Tex: %dx%d", tex->Width, tex->Height); + } + const int packed_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsPackedSurface); + const int discarded_surface_sqrt = (int)sqrtf((float)atlas->Builder->RectsDiscardedSurface); + Text("Packed rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsPackedCount, atlas->Builder->RectsPackedSurface, packed_surface_sqrt, packed_surface_sqrt); + Text("incl. Discarded rects: %d, area: about %d px ~%dx%d px", atlas->Builder->RectsDiscardedCount, atlas->Builder->RectsDiscardedSurface, discarded_surface_sqrt, discarded_surface_sqrt); + + ImFontAtlasRectId highlight_r_id = ImFontAtlasRectId_Invalid; + if (TreeNode("Rects Index", "Rects Index (%d)", atlas->Builder->RectsPackedCount)) // <-- Use count of used rectangles + { + PushStyleVar(ImGuiStyleVar_ImageBorderSize, 1.0f); + if (BeginTable("##table", 2, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_ScrollY, ImVec2(0.0f, GetTextLineHeightWithSpacing() * 12))) + { + for (const ImFontAtlasRectEntry& entry : atlas->Builder->RectsIndex) + if (entry.IsUsed) + { + ImFontAtlasRectId id = ImFontAtlasRectId_Make(atlas->Builder->RectsIndex.index_from_ptr(&entry), entry.Generation); + ImFontAtlasRect r = {}; + atlas->GetCustomRect(id, &r); + const char* buf; + ImFormatStringToTempBuffer(&buf, NULL, "ID:%08X, used:%d, { w:%3d, h:%3d } { x:%4d, y:%4d }", id, entry.IsUsed, r.w, r.h, r.x, r.y); + TableNextColumn(); + Selectable(buf); + if (IsItemHovered()) + highlight_r_id = id; + TableNextColumn(); + Image(atlas->TexRef, ImVec2(r.w, r.h), r.uv0, r.uv1); + } + EndTable(); + } PopStyleVar(); TreePop(); } + + // Texture list + // (ensure the last texture always use the same ID, so we can keep it open neatly) + ImFontAtlasRect highlight_r; + if (highlight_r_id != ImFontAtlasRectId_Invalid) + atlas->GetCustomRect(highlight_r_id, &highlight_r); + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + if (tex_n == atlas->TexList.Size - 1) + SetNextItemOpen(true, ImGuiCond_Once); + DebugNodeTexture(atlas->TexList[tex_n], atlas->TexList.Size - 1 - tex_n, (highlight_r_id != ImFontAtlasRectId_Invalid) ? &highlight_r : NULL); + } +} + +void ImGui::DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect) +{ + ImGuiContext& g = *GImGui; + PushID(int_id); + if (TreeNode("", "Texture #%03d (%dx%d pixels)", tex->UniqueID, tex->Width, tex->Height)) + { + ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; + Checkbox("Show used rect", &cfg->ShowTextureUsedRect); + PushStyleVar(ImGuiStyleVar_ImageBorderSize, ImMax(1.0f, g.Style.ImageBorderSize)); + ImVec2 p = GetCursorScreenPos(); + if (tex->WantDestroyNextFrame) + Dummy(ImVec2((float)tex->Width, (float)tex->Height)); + else + ImageWithBg(tex->GetTexRef(), ImVec2((float)tex->Width, (float)tex->Height), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), ImVec4(0.0f, 0.0f, 0.0f, 1.0f)); + if (cfg->ShowTextureUsedRect) + GetWindowDrawList()->AddRect(ImVec2(p.x + tex->UsedRect.x, p.y + tex->UsedRect.y), ImVec2(p.x + tex->UsedRect.x + tex->UsedRect.w, p.y + tex->UsedRect.y + tex->UsedRect.h), IM_COL32(255, 0, 255, 255)); + if (highlight_rect != NULL) + { + ImRect r_outer(p.x, p.y, p.x + tex->Width, p.y + tex->Height); + ImRect r_inner(p.x + highlight_rect->x, p.y + highlight_rect->y, p.x + highlight_rect->x + highlight_rect->w, p.y + highlight_rect->y + highlight_rect->h); + RenderRectFilledWithHole(GetWindowDrawList(), r_outer, r_inner, IM_COL32(0, 0, 0, 100), 0.0f); + GetWindowDrawList()->AddRect(r_inner.Min - ImVec2(1, 1), r_inner.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255)); + } + PopStyleVar(); + + char texid_desc[30]; + Text("Status = %s (%d), Format = %s (%d), UseColors = %d", ImTextureDataGetStatusName(tex->Status), tex->Status, ImTextureDataGetFormatName(tex->Format), tex->Format, tex->UseColors); + Text("TexID = %s, BackendUserData = %p", FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), tex->TexID), tex->BackendUserData); + TreePop(); + } + PopID(); } void ImGui::ShowMetricsWindow(bool* p_open) @@ -21500,6 +21941,14 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } + // Details for Fonts + for (ImFontAtlas* atlas : g.FontAtlases) + if (TreeNode((void*)atlas, "Fonts (%d), Textures (%d)", atlas->Fonts.Size, atlas->TexList.Size)) + { + ShowFontAtlas(atlas); + TreePop(); + } + // Details for Popups if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size)) { @@ -21536,14 +21985,6 @@ void ImGui::ShowMetricsWindow(bool* p_open) TreePop(); } - // Details for Fonts - ImFontAtlas* atlas = g.IO.Fonts; - if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size)) - { - ShowFontAtlas(atlas); - TreePop(); - } - // Details for InputText if (TreeNode("InputText")) { @@ -22087,8 +22528,8 @@ void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, con continue; } - char texid_desc[20]; - FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd->TextureId); + char texid_desc[30]; + FormatTextureIDForDebugDisplay(texid_desc, IM_ARRAYSIZE(texid_desc), pcmd); char buf[300]; ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex %s, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)", pcmd->ElemCount / 3, texid_desc, pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w); @@ -22177,13 +22618,28 @@ void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, co out_draw_list->Flags = backup_flags; } +// [DEBUG] Compute mask of inputs with the same codepoint. +static int CalcFontGlyphSrcOverlapMask(ImFontAtlas* atlas, ImFont* font, unsigned int codepoint) +{ + int mask = 0, count = 0; + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + if (!(src->FontLoader ? src->FontLoader : atlas->FontLoader)->FontSrcContainsGlyph(atlas, src, (ImWchar)codepoint)) + continue; + mask |= (1 << src_n); + count++; + } + return count > 1 ? mask : 0; +} + // [DEBUG] Display details for a single font, called by ShowStyleEditor(). void ImGui::DebugNodeFont(ImFont* font) { ImGuiContext& g = *GImGui; ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig; - bool opened = TreeNode(font, "Font: \"%s\": %.2f px, %d glyphs, %d sources(s)", - font->Sources ? font->Sources[0].Name : "", font->FontSize, font->Glyphs.Size, font->SourcesCount); + ImFontAtlas* atlas = font->ContainerAtlas; + bool opened = TreeNode(font, "Font: \"%s\": %d sources(s)", font->GetDebugName(), font->Sources.Size); // Display preview text if (!opened) @@ -22203,90 +22659,176 @@ void ImGui::DebugNodeFont(ImFont* font) } if (SmallButton("Set as default")) GetIO().FontDefault = font; + SameLine(); + BeginDisabled(atlas->Fonts.Size <= 1 || atlas->Locked); + if (SmallButton("Remove")) + atlas->RemoveFont(font); + EndDisabled(); + SameLine(); + if (SmallButton("Clear bakes")) + ImFontAtlasFontDiscardBakes(atlas, font, 0); + SameLine(); + if (SmallButton("Clear unused")) + ImFontAtlasFontDiscardBakes(atlas, font, 2); // Display details +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS SetNextItemWidth(GetFontSize() * 8); DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f"); - SameLine(); MetricsHelpMarker( + /*SameLine(); MetricsHelpMarker( "Note that the default embedded font is NOT meant to be scaled.\n\n" "Font are currently rendered into bitmaps at a given size at the time of building the atlas. " "You may oversample them to get some flexibility with scaling. " "You can also render at multiple sizes and select which one to use at runtime.\n\n" - "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)"); - Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent); + "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");*/ +#endif + char c_str[5]; Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar); Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar); - const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface); - Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt); - for (int config_i = 0; config_i < font->SourcesCount; config_i++) - if (font->Sources) - { - const ImFontConfig* src = &font->Sources[config_i]; - int oversample_h, oversample_v; - ImFontAtlasBuildGetOversampleFactors(src, &oversample_h, &oversample_v); - BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", - config_i, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); - } - // Display all glyphs of the fonts in separate pages of 256 characters + for (int src_n = 0; src_n < font->Sources.Size; src_n++) { - if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size)) + ImFontConfig* src = font->Sources[src_n]; + if (TreeNode(src, "Input %d: \'%s\', Oversample: %d,%d, PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->OversampleH, src->OversampleV, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y)) { - ImDrawList* draw_list = GetWindowDrawList(); - const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); - const float cell_size = font->FontSize * 1; - const float cell_spacing = GetStyle().ItemSpacing.y; - for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + Text("Loader: '%s'", loader->Name ? loader->Name : "N/A"); +#ifdef IMGUI_ENABLE_FREETYPE + if (loader->Name != NULL && strcmp(loader->Name, "FreeType") == 0) { - // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) - // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT - // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) - if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) + unsigned int loader_flags = src->FontLoaderFlags; + Text("FreeType Loader Flags: 0x%08X", loader_flags); + if (ImGuiFreeType::DebugEditFontLoaderFlags(&loader_flags)) { - base += 8192 - 256; - continue; + ImFontAtlasFontDestroyOutput(atlas, font); + src->FontLoaderFlags = loader_flags; + ImFontAtlasFontInitOutput(atlas, font); } - - int count = 0; - for (unsigned int n = 0; n < 256; n++) - if (font->FindGlyphNoFallback((ImWchar)(base + n))) - count++; - if (count <= 0) - continue; - if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) - continue; - - // Draw a 16x16 grid of glyphs - ImVec2 base_pos = GetCursorScreenPos(); - for (unsigned int n = 0; n < 256; n++) - { - // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions - // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. - ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); - ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); - const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n)); - draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); - if (!glyph) - continue; - font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); - if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) - { - DebugNodeFontGlyph(font, glyph); - EndTooltip(); - } - } - Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); - TreePop(); } +#endif TreePop(); } } + if (font->Sources.Size > 1 && TreeNode("Input Glyphs Overlap Detection Tool")) + { + TextWrapped("- First Input that contains the glyph is used.\n- Use ImFontConfig::GlyphExcludeRanges[] to specify ranges to ignore glyph in given Input.\n- This tool doesn't cache results and is slow, don't keep it open!"); + if (BeginTable("table", 2)) + { + for (unsigned int c = 0; c < 0x10000; c++) + if (int overlap_mask = CalcFontGlyphSrcOverlapMask(atlas, font, c)) + { + unsigned int c_end = c + 1; + while (c_end < 0x10000 && CalcFontGlyphSrcOverlapMask(atlas, font, c_end) == overlap_mask) + c_end++; + if (TableNextColumn() && TreeNode((void*)(intptr_t)c, "U+%04X-U+%04X: %d codepoints in %d inputs", c, c_end - 1, c_end - c, ImCountSetBits(overlap_mask))) + { + char utf8_buf[5]; + for (unsigned int n = c; n < c_end; n++) + BulletText("Codepoint U+%04X (%s)", n, ImTextCharToUtf8(utf8_buf, n)); + TreePop(); + } + TableNextColumn(); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + if (overlap_mask & (1 << src_n)) + { + Text("%d ", src_n); + SameLine(); + } + c = c_end - 1; + } + EndTable(); + } + TreePop(); + } + + // Display all glyphs of the fonts in separate pages of 256 characters + for (int baked_n = 0; baked_n < atlas->Builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &atlas->Builder->BakedPool[baked_n]; + if (baked->ContainerFont != font) + continue; + PushID(baked_n); + if (TreeNode("Glyphs", "Baked at { %.2fpx, d.%.1f }: %d glyphs%s", baked->Size, baked->RasterizerDensity, baked->Glyphs.Size, (baked->LastUsedFrame < atlas->Builder->FrameCount - 1) ? " *Unused*" : "")) + { + if (SmallButton("Load all")) + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base++) + baked->FindGlyph((ImWchar)base); + + const int surface_sqrt = (int)ImSqrt((float)baked->MetricsTotalSurface); + Text("Ascent: %f, Descent: %f, Ascent-Descent: %f", baked->Ascent, baked->Descent, baked->Ascent - baked->Descent); + Text("Texture Area: about %d px ~%dx%d px", baked->MetricsTotalSurface, surface_sqrt, surface_sqrt); + for (int src_n = 0; src_n < font->Sources.Size; src_n++) + { + ImFontConfig* src = font->Sources[src_n]; + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + BulletText("Input %d: \'%s\', Oversample: (%d=>%d,%d=>%d), PixelSnapH: %d, Offset: (%.1f,%.1f)", + src_n, src->Name, src->OversampleH, oversample_h, src->OversampleV, oversample_v, src->PixelSnapH, src->GlyphOffset.x, src->GlyphOffset.y); + } + + DebugNodeFontGlyphesForSrcMask(font, baked, ~0); + TreePop(); + } + PopID(); + } TreePop(); Unindent(); } -void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) +void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask) +{ + ImDrawList* draw_list = GetWindowDrawList(); + const ImU32 glyph_col = GetColorU32(ImGuiCol_Text); + const float cell_size = baked->Size * 1; + const float cell_spacing = GetStyle().ItemSpacing.y; + for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256) + { + // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k) + // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT + // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here) + if (!(base & 8191) && font->IsGlyphRangeUnused(base, base + 8191)) + { + base += 8192 - 256; + continue; + } + + int count = 0; + for (unsigned int n = 0; n < 256; n++) + if (const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL) + if (src_mask & (1 << glyph->SourceIdx)) + count++; + if (count <= 0) + continue; + if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph")) + continue; + + // Draw a 16x16 grid of glyphs + ImVec2 base_pos = GetCursorScreenPos(); + for (unsigned int n = 0; n < 256; n++) + { + // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions + // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string. + ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing)); + ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size); + const ImFontGlyph* glyph = baked->IsGlyphLoaded((ImWchar)(base + n)) ? baked->FindGlyph((ImWchar)(base + n)) : NULL; + draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50)); + if (!glyph || (src_mask & (1 << glyph->SourceIdx)) == 0) + continue; + font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n)); + if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip()) + { + DebugNodeFontGlyph(font, glyph); + EndTooltip(); + } + } + Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16)); + TreePop(); + } +} + +void ImGui::DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph) { Text("Codepoint: U+%04X", glyph->Codepoint); Separator(); @@ -22294,6 +22836,12 @@ void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph) Text("AdvanceX: %.1f", glyph->AdvanceX); Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1); Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1); + if (glyph->PackId >= 0) + { + ImTextureRect* r = ImFontAtlasPackGetRect(font->ContainerAtlas, glyph->PackId); + Text("PackId: %d (%dx%d rect at %d,%d)", glyph->PackId, r->w, r->h, r->x, r->y); + } + Text("SourceIdx: %d", glyph->SourceIdx); } // [DEBUG] Display contents of ImGuiStorage @@ -22602,7 +23150,7 @@ void ImGui::ShowDebugLogWindow(bool* p_open) ShowDebugLogFlag("Docking", ImGuiDebugLogFlags_EventDocking); ShowDebugLogFlag("Focus", ImGuiDebugLogFlags_EventFocus); ShowDebugLogFlag("IO", ImGuiDebugLogFlags_EventIO); - //ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); + ShowDebugLogFlag("Font", ImGuiDebugLogFlags_EventFont); ShowDebugLogFlag("Nav", ImGuiDebugLogFlags_EventNav); ShowDebugLogFlag("Popup", ImGuiDebugLogFlags_EventPopup); ShowDebugLogFlag("Selection", ImGuiDebugLogFlags_EventSelection); @@ -22989,6 +23537,7 @@ void ImGui::DebugNodeColumns(ImGuiOldColumns*) {} void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {} void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {} void ImGui::DebugNodeFont(ImFont*) {} +void ImGui::DebugNodeFontGlyphesForSrcMask(ImFont*, ImFontBaked*, int) {} void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {} void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {} void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {} diff --git a/imgui.h b/imgui.h index b4571efe1..3ba571647 100644 --- a/imgui.h +++ b/imgui.h @@ -29,17 +29,18 @@ // Library Version // (Integer encoded as XYYZZ for use in #if preprocessor conditionals, e.g. '#if IMGUI_VERSION_NUM >= 12345') #define IMGUI_VERSION "1.92.0 WIP" -#define IMGUI_VERSION_NUM 19197 -#define IMGUI_HAS_TABLE -#define IMGUI_HAS_VIEWPORT // Viewport WIP branch -#define IMGUI_HAS_DOCK // Docking WIP branch +#define IMGUI_VERSION_NUM 19198 +#define IMGUI_HAS_TABLE // Added BeginTable() - from IMGUI_VERSION_NUM >= 18000 +#define IMGUI_HAS_TEXTURES // Added ImGuiBackendFlags_RendererHasTextures - from IMGUI_VERSION_NUM >= 19198 +#define IMGUI_HAS_VIEWPORT // In 'docking' WIP branch. +#define IMGUI_HAS_DOCK // In 'docking' WIP branch. /* Index of this file: // [SECTION] Header mess // [SECTION] Forward declarations and basic types -// [SECTION] Texture identifier (ImTextureID) +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) // [SECTION] Dear ImGui end-user API functions // [SECTION] Flags & Enumerations // [SECTION] Tables API flags and structures (ImGuiTableFlags, ImGuiTableColumnFlags, ImGuiTableRowFlags, ImGuiTableBgTarget, ImGuiTableSortSpecs, ImGuiTableColumnSortSpecs) @@ -50,7 +51,8 @@ Index of this file: // [SECTION] Helpers (ImGuiOnceUponAFrame, ImGuiTextFilter, ImGuiTextBuffer, ImGuiStorage, ImGuiListClipper, Math Operators, ImColor) // [SECTION] Multi-Select API flags and structures (ImGuiMultiSelectFlags, ImGuiMultiSelectIO, ImGuiSelectionRequest, ImGuiSelectionBasicStorage, ImGuiSelectionExternalStorage) // [SECTION] Drawing API (ImDrawCallback, ImDrawCmd, ImDrawIdx, ImDrawVert, ImDrawChannel, ImDrawListSplitter, ImDrawFlags, ImDrawListFlags, ImDrawList, ImDrawData) -// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFont) +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +// [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontGlyphRangesBuilder, ImFontAtlasFlags, ImFontAtlas, ImFontBaked, ImFont) // [SECTION] Viewports (ImGuiViewportFlags, ImGuiViewport) // [SECTION] ImGuiPlatformIO + other Platform Dependent Interfaces (ImGuiPlatformMonitor, ImGuiPlatformImeData) // [SECTION] Obsolete functions and types @@ -171,10 +173,15 @@ struct ImDrawListSplitter; // Helper to split a draw list into differen struct ImDrawVert; // A single vertex (pos + uv + col = 20 bytes by default. Override layout with IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT) struct ImFont; // Runtime data for a single font within a parent ImFontAtlas struct ImFontAtlas; // Runtime data for multiple fonts, bake multiple fonts into a single texture, TTF/OTF font loader -struct ImFontBuilderIO; // Opaque interface to a font builder (stb_truetype or FreeType). +struct ImFontAtlasBuilder; // Opaque storage for building a ImFontAtlas +struct ImFontAtlasRect; // Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +struct ImFontBaked; // Baked data for a ImFont at a given size. struct ImFontConfig; // Configuration data when adding a font or merging fonts struct ImFontGlyph; // A single font glyph (code point + coordinates within in ImFontAtlas + offset) struct ImFontGlyphRangesBuilder; // Helper to build glyph ranges from text/string data +struct ImFontLoader; // Opaque interface to a font loading backend (stb_truetype, FreeType etc.). +struct ImTextureData; // Specs and pixel storage for a texture used by Dear ImGui. +struct ImTextureRect; // Coordinates of a rectangle within a texture. struct ImColor; // Helper functions to create a color that can be converted to either u32 or float4 (*OBSOLETE* please avoid using) // Forward declarations: ImGui layer @@ -228,7 +235,8 @@ typedef int ImGuiTableBgTarget; // -> enum ImGuiTableBgTarget_ // Enum: A // - In VS Code, CLion, etc.: CTRL+click can follow symbols inside comments. typedef int ImDrawFlags; // -> enum ImDrawFlags_ // Flags: for ImDrawList functions typedef int ImDrawListFlags; // -> enum ImDrawListFlags_ // Flags: for ImDrawList instance -typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas build +typedef int ImFontFlags; // -> enum ImFontFlags_ // Flags: for ImFont +typedef int ImFontAtlasFlags; // -> enum ImFontAtlasFlags_ // Flags: for ImFontAtlas typedef int ImGuiBackendFlags; // -> enum ImGuiBackendFlags_ // Flags: for io.BackendFlags typedef int ImGuiButtonFlags; // -> enum ImGuiButtonFlags_ // Flags: for InvisibleButton() typedef int ImGuiChildFlags; // -> enum ImGuiChildFlags_ // Flags: for BeginChild() @@ -306,18 +314,65 @@ struct ImVec4 IM_MSVC_RUNTIME_CHECKS_RESTORE //----------------------------------------------------------------------------- -// [SECTION] Texture identifier (ImTextureID) +// [SECTION] Texture identifiers (ImTextureID, ImTextureRef) //----------------------------------------------------------------------------- -// ImTexture: user data for renderer backend to identify a texture [Compile-time configurable type] -// - To use something else than an opaque void* pointer: override with e.g. '#define ImTextureID MyTextureType*' in your imconfig.h file. -// - This can be whatever to you want it to be! read the FAQ about ImTextureID for details. -// - You can make this a structure with various constructors if you need. You will have to implement ==/!= operators. -// - (note: before v1.91.4 (2024/10/08) the default type for ImTextureID was void*. Use intermediary intptr_t cast and read FAQ if you have casting warnings) +// ImTextureID = backend specific, low-level identifier for a texture uploaded in GPU/graphics system. +// [Compile-time configurable type] +// - When a Rendered Backend creates a texture, it store its native identifier into a ImTextureID value. +// (e.g. Used by DX11 backend to a `ID3D11ShaderResourceView*`; Used by OpenGL backends to store `GLuint`; +// Used by SDLGPU backend to store a `SDL_GPUTextureSamplerBinding*`, etc.). +// - User may submit their own textures to e.g. ImGui::Image() function by passing the same type. +// - During the rendering loop, the Renderer Backend retrieve the ImTextureID, which stored inside a +// ImTextureRef, which is stored inside a ImDrawCmd. +// - Compile-time type configuration: +// - To use something other than a 64-bit value: add '#define ImTextureID MyTextureType*' in your imconfig.h file. +// - This can be whatever to you want it to be! read the FAQ entry about textures for details. +// - You may decide to store a higher-level structure containing texture, sampler, shader etc. with various +// constructors if you like. You will need to implement ==/!= operators. +// History: +// - In v1.91.4 (2024/10/08): the default type for ImTextureID was changed from 'void*' to 'ImU64'. This allowed backends requirig 64-bit worth of data to build on 32-bit architectures. Use intermediary intptr_t cast and read FAQ if you have casting warnings. +// - In v1.92.0 (2025/XX/XX): added ImTextureRef which carry either a ImTextureID either a pointer to internal texture atlas. All user facing functions taking ImTextureID changed to ImTextureRef #ifndef ImTextureID -typedef ImU64 ImTextureID; // Default: store a pointer or an integer fitting in a pointer (most renderer backends are ok with that) +typedef ImU64 ImTextureID; // Default: store up to 64-bits (any pointer or integer). A majority of backends are ok with that. #endif +// Define this if you need 0 to be a valid ImTextureID for your backend. +#ifndef ImTextureID_Invalid +#define ImTextureID_Invalid ((ImTextureID)0) +#endif + +// ImTextureRef = higher-level identifier for a texture. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly stores the low-level ImTextureID. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - There is no constructor to create a ImTextureID from a ImTextureData* as we don't expect this +// to be useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +IM_MSVC_RUNTIME_CHECKS_OFF +struct ImTextureRef +{ + ImTextureRef() { _TexData = NULL; _TexID = ImTextureID_Invalid; } + ImTextureRef(ImTextureID tex_id) { _TexData = NULL; _TexID = tex_id; } +#if !defined(IMGUI_DISABLE_OBSOLETE_FUNCTIONS) && !defined(ImTextureID) + ImTextureRef(void* tex_id) { _TexData = NULL; _TexID = (ImTextureID)(size_t)tex_id; } // For legacy backends casting to ImTextureID +#endif + + inline ImTextureID GetTexID() const; // == (_TexData ? _TexData->TexID : _TexID) // Implemented below in the file. + + // Members (either are set, never both!) + ImTextureData* _TexData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + ImTextureID _TexID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +}; +IM_MSVC_RUNTIME_CHECKS_RESTORE + //----------------------------------------------------------------------------- // [SECTION] Dear ImGui end-user API functions // (Note that ImGui:: being a namespace, you can add extra ImGui:: functions in your own separate file. Please don't modify imgui source files!) @@ -341,7 +396,7 @@ namespace ImGui IMGUI_API void NewFrame(); // start a new Dear ImGui frame, you can submit any command from this point until Render()/EndFrame(). IMGUI_API void EndFrame(); // ends the Dear ImGui frame. automatically called by Render(). If you don't need to render data (skipping rendering) you may call EndFrame() without Render()... but you'll have wasted CPU already! If you don't need to render, better to not create any windows and not call NewFrame() at all! IMGUI_API void Render(); // ends the Dear ImGui frame, finalize the draw data. You can then get call GetDrawData(). - IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). this is what you have to render. + IMGUI_API ImDrawData* GetDrawData(); // valid after Render() and until the next call to NewFrame(). Call ImGui_ImplXXXX_RenderDrawData() function in your Renderer Backend to render. // Demo, Debug, Information IMGUI_API void ShowDemoWindow(bool* p_open = NULL); // create Demo window. demonstrate most ImGui features. call this to learn about the library! try to make it always available in your application! @@ -426,7 +481,6 @@ namespace ImGui IMGUI_API void SetWindowSize(const ImVec2& size, ImGuiCond cond = 0); // (not recommended) set current window size - call within Begin()/End(). set to ImVec2(0, 0) to force an auto-fit. prefer using SetNextWindowSize(), as this may incur tearing and minor side-effects. IMGUI_API void SetWindowCollapsed(bool collapsed, ImGuiCond cond = 0); // (not recommended) set current window collapsed state. prefer using SetNextWindowCollapsed(). IMGUI_API void SetWindowFocus(); // (not recommended) set current window to be focused / top-most. prefer using SetNextWindowFocus(). - IMGUI_API void SetWindowFontScale(float scale); // [OBSOLETE] set font scale. Adjust IO.FontGlobalScale if you want to scale all windows. This is an old API! For correct scaling, prefer to reload font + rebuild ImFontAtlas + call style.ScaleAllSizes(). IMGUI_API void SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond = 0); // set named window position. IMGUI_API void SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond = 0); // set named window size. set axis to 0.0f to force an auto-fit on this axis. IMGUI_API void SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond = 0); // set named window collapsed state @@ -446,9 +500,23 @@ namespace ImGui IMGUI_API void SetScrollFromPosX(float local_x, float center_x_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. IMGUI_API void SetScrollFromPosY(float local_y, float center_y_ratio = 0.5f); // adjust scrolling amount to make given position visible. Generally GetCursorStartPos() + offset to compute a valid position. - // Parameters stacks (shared) - IMGUI_API void PushFont(ImFont* font); // use NULL as a shortcut to push default font + // Parameters stacks (font) + // *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. + // - Before 1.92: PushFont() always used font default size. + // - Since 1.92: PushFont() preserve the current shared font size. + // - To use old behavior (single size font, size specified in AddFontXXX() call: + // - Use 'PushFont(font, font->LegacySize)' at call site + // - Or set 'ImFontConfig::Flags |= ImFontFlags_DefaultToLegacySize' before calling AddFont(), and then 'PushFont(font)' will use this size. + // - External scale factors are applied over the provided value. + // *IMPORTANT* If you want to scale an existing font size: + // - OK: PushFontSize(style.FontSizeBase * factor) (= value before external scale factors applied). + // - KO: PushFontSize(GetFontSize() * factor) (= value after external scale factors applied. external scale factors are style.FontScaleMain + per-viewport scales.). + IMGUI_API void PushFont(ImFont* font, float font_size_base = -1); // use NULL as a shortcut to push default font. Use <0.0f to keep current font size. IMGUI_API void PopFont(); + IMGUI_API void PushFontSize(float font_size_base); + IMGUI_API void PopFontSize(); + + // Parameters stacks (shared) IMGUI_API void PushStyleColor(ImGuiCol idx, ImU32 col); // modify a style color. always use this if you modify the style after NewFrame(). IMGUI_API void PushStyleColor(ImGuiCol idx, const ImVec4& col); IMGUI_API void PopStyleColor(int count = 1); @@ -471,8 +539,9 @@ namespace ImGui // Style read access // - Use the ShowStyleEditor() function to interactively see/edit the colors. IMGUI_API ImFont* GetFont(); // get current font - IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with current scale applied + IMGUI_API float GetFontSize(); // get current font size (= height in pixels) of current font with external scale factors applied. Use ImGui::GetStyle().FontSizeBase to get value before external scale factors. IMGUI_API ImVec2 GetFontTexUvWhitePixel(); // get UV coordinate for a white pixel, useful to draw custom shapes via the ImDrawList API + IMGUI_API ImFontBaked* GetFontBaked(); // get current font bound at current size // == GetFont()->GetFontBaked(GetFontSize()) IMGUI_API ImU32 GetColorU32(ImGuiCol idx, float alpha_mul = 1.0f); // retrieve given style color with style alpha applied and optional extra alpha multiplier, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(const ImVec4& col); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList IMGUI_API ImU32 GetColorU32(ImU32 col, float alpha_mul = 1.0f); // retrieve given color with style alpha applied, packed as a 32-bit value suitable for ImDrawList @@ -570,14 +639,14 @@ namespace ImGui IMGUI_API bool TextLinkOpenURL(const char* label, const char* url = NULL); // hyperlink text button, automatically open file/url when clicked // Widgets: Images - // - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples + // - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. // - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. // - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); - IMGUI_API void ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); - IMGUI_API bool ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1)); + IMGUI_API void ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); + IMGUI_API bool ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0 = ImVec2(0, 0), const ImVec2& uv1 = ImVec2(1, 1), const ImVec4& bg_col = ImVec4(0, 0, 0, 0), const ImVec4& tint_col = ImVec4(1, 1, 1, 1)); // Widgets: Combo Box (Dropdown) // - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. @@ -1687,6 +1756,7 @@ enum ImGuiBackendFlags_ ImGuiBackendFlags_HasMouseCursors = 1 << 1, // Backend Platform supports honoring GetMouseCursor() value to change the OS cursor shape. ImGuiBackendFlags_HasSetMousePos = 1 << 2, // Backend Platform supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). ImGuiBackendFlags_RendererHasVtxOffset = 1 << 3, // Backend Renderer supports ImDrawCmd::VtxOffset. This enables output of large meshes (64K+ vertices) while still using 16-bit indices. + ImGuiBackendFlags_RendererHasTextures = 1 << 4, // Backend Renderer supports ImTextureData requests to create/update/destroy textures. This enables incremental texture updates and texture reloads. // [BETA] Viewports ImGuiBackendFlags_PlatformHasViewports = 1 << 10, // Backend Platform supports multiple viewports. @@ -2233,6 +2303,11 @@ IM_MSVC_RUNTIME_CHECKS_RESTORE struct ImGuiStyle { + // ImGui::GetFontSize() == FontSizeBase * (FontScaleMain * FontScaleDpi * other_scaling_factors) + float FontSizeBase; // Current base font size before external scaling factors are applied. Use PushFont()/PushFontSize() to modify. Use ImGui::GetFontSize() to obtain scaled value. + float FontScaleMain; // Main scale factor. May be set by application once, or exposed to end-user. + float FontScaleDpi; // Additional scale factor from viewport/monitor contents scale. When io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + float Alpha; // Global alpha applies to everything in Dear ImGui. float DisabledAlpha; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. ImVec2 WindowPadding; // Padding within a window. @@ -2299,8 +2374,13 @@ struct ImGuiStyle ImGuiHoveredFlags HoverFlagsForTooltipMouse;// Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. ImGuiHoveredFlags HoverFlagsForTooltipNav; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. - IMGUI_API ImGuiStyle(); - IMGUI_API void ScaleAllSizes(float scale_factor); + // [Internal] + float _MainScale; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). + float _NextFrameFontSizeBase; // FIXME: Temporary hack until we finish remaining work. + + // Functions + IMGUI_API ImGuiStyle(); + IMGUI_API void ScaleAllSizes(float scale_factor); // Scale all spacing/padding/thickness values. Do not scale fonts. // Obsolete names #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -2339,7 +2419,7 @@ struct ImGuiIO ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. ImVec2 DisplaySize; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. - ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This generally ends up in ImDrawData::FramebufferScale. + ImVec2 DisplayFramebufferScale; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. const char* IniFilename; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. @@ -2348,9 +2428,8 @@ struct ImGuiIO // Font system ImFontAtlas*Fonts; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. - float FontGlobalScale; // = 1.0f // Global scale all fonts - bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + bool FontAllowUserScaling; // = false // [OBSOLETE] Allow user scaling text of individual window with CTRL+Wheel. // Keyboard/Gamepad Navigation options bool ConfigNavSwapGamepadButtons; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. @@ -2567,9 +2646,11 @@ struct ImGuiIO //float NavInputs[ImGuiNavInput_COUNT]; // [LEGACY] Since 1.88, NavInputs[] was removed. Backends from 1.60 to 1.86 won't build. Feed gamepad inputs via io.AddKeyEvent() and ImGuiKey_GamepadXXX enums. //void* ImeWindowHandle; // [Obsoleted in 1.87] Set ImGuiViewport::PlatformHandleRaw instead. Set this to your HWND to get automatic IME cursor positioning. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float FontGlobalScale; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). -#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS const char* (*GetClipboardTextFn)(void* user_data); void (*SetClipboardTextFn)(void* user_data, const char* text); void* ClipboardUserData; @@ -3124,11 +3205,11 @@ typedef void (*ImDrawCallback)(const ImDrawList* parent_list, const ImDrawCmd* c // - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, // this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. // Backends made for <1.71. will typically ignore the VtxOffset fields. -// - The ClipRect/TextureId/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). struct ImDrawCmd { ImVec4 ClipRect; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates - ImTextureID TextureId; // 4-8 // User-provided texture ID. Set by user in ImfontAtlas::SetTexID() for fonts or passed to Image*() functions. Ignore if never using images or multiple fonts atlas. + ImTextureRef TexRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. unsigned int VtxOffset; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. unsigned int IdxOffset; // 4 // Start offset in index buffer. unsigned int ElemCount; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. @@ -3140,7 +3221,8 @@ struct ImDrawCmd ImDrawCmd() { memset(this, 0, sizeof(*this)); } // Also ensure our padding fields are zeroed // Since 1.83: returns ImTextureID associated with this draw call. Warning: DO NOT assume this is always same as 'TextureId' (we will change this function for an upcoming feature) - inline ImTextureID GetTexID() const { return TextureId; } + // Since 1.92: removed ImDrawCmd::TextureId field, the getter function must be used! + inline ImTextureID GetTexID() const; // == (TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID }; // Vertex layout @@ -3163,7 +3245,7 @@ IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT; struct ImDrawCmdHeader { ImVec4 ClipRect; - ImTextureID TextureId; + ImTextureRef TexRef; unsigned int VtxOffset; }; @@ -3248,7 +3330,7 @@ struct ImDrawList ImDrawCmdHeader _CmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). ImDrawListSplitter _Splitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) ImVector _ClipRectStack; // [Internal] - ImVector _TextureIdStack; // [Internal] + ImVector _TextureStack; // [Internal] ImVector _CallbacksDataBuf; // [Internal] float _FringeScale; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content const char* _OwnerName; // Pointer to owner window's name for debugging @@ -3261,8 +3343,8 @@ struct ImDrawList IMGUI_API void PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect = false); // Render-level scissoring. This is passed down to your render function but not used for CPU-side coarse clipping. Prefer using higher-level ImGui::PushClipRect() to affect logic (hit-testing and widget culling) IMGUI_API void PushClipRectFullScreen(); IMGUI_API void PopClipRect(); - IMGUI_API void PushTextureID(ImTextureID texture_id); - IMGUI_API void PopTextureID(); + IMGUI_API void PushTexture(ImTextureRef tex_ref); + IMGUI_API void PopTexture(); inline ImVec2 GetClipRectMin() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.x, cr.y); } inline ImVec2 GetClipRectMax() const { const ImVec4& cr = _ClipRectStack.back(); return ImVec2(cr.z, cr.w); } @@ -3300,12 +3382,12 @@ struct ImDrawList IMGUI_API void AddConcavePolyFilled(const ImVec2* points, int num_points, ImU32 col); // Image primitives - // - Read FAQ to understand what ImTextureID is. + // - Read FAQ to understand what ImTextureID/ImTextureRef are. // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. - IMGUI_API void AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); - IMGUI_API void AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); + IMGUI_API void AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min = ImVec2(0, 0), const ImVec2& uv_max = ImVec2(1, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1 = ImVec2(0, 0), const ImVec2& uv2 = ImVec2(1, 0), const ImVec2& uv3 = ImVec2(1, 1), const ImVec2& uv4 = ImVec2(0, 1), ImU32 col = IM_COL32_WHITE); + IMGUI_API void AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags = 0); // Stateful path API, add points then finish with PathFillConvex() or PathStroke() // - Important: filled shapes must always use clockwise winding order! The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. @@ -3361,6 +3443,10 @@ struct ImDrawList inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index // Obsolete names +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + IMGUI_API void PushTextureID(ImTextureRef tex_ref) { PushTexture(tex_ref); } // RENAMED in 1.92.x + IMGUI_API void PopTextureID() { PopTexture(); } // RENAMED in 1.92.x +#endif //inline void AddEllipse(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0, float thickness = 1.0f) { AddEllipse(center, ImVec2(radius_x, radius_y), col, rot, num_segments, thickness); } // OBSOLETED in 1.90.5 (Mar 2024) //inline void AddEllipseFilled(const ImVec2& center, float radius_x, float radius_y, ImU32 col, float rot = 0.0f, int num_segments = 0) { AddEllipseFilled(center, ImVec2(radius_x, radius_y), col, rot, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) //inline void PathEllipticalArcTo(const ImVec2& center, float radius_x, float radius_y, float rot, float a_min, float a_max, int num_segments = 0) { PathEllipticalArcTo(center, ImVec2(radius_x, radius_y), rot, a_min, a_max, num_segments); } // OBSOLETED in 1.90.5 (Mar 2024) @@ -3368,14 +3454,15 @@ struct ImDrawList //inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); } // OBSOLETED in 1.80 (Jan 2021) // [Internal helpers] + IMGUI_API void _SetDrawListSharedData(ImDrawListSharedData* data); IMGUI_API void _ResetForNewFrame(); IMGUI_API void _ClearFreeMemory(); IMGUI_API void _PopUnusedDrawCmd(); IMGUI_API void _TryMergeDrawCmds(); IMGUI_API void _OnChangedClipRect(); - IMGUI_API void _OnChangedTextureID(); + IMGUI_API void _OnChangedTexture(); IMGUI_API void _OnChangedVtxOffset(); - IMGUI_API void _SetTextureID(ImTextureID texture_id); + IMGUI_API void _SetTexture(ImTextureRef tex_ref); IMGUI_API int _CalcCircleAutoSegmentCount(float radius) const; IMGUI_API void _PathArcToFastEx(const ImVec2& center, float radius, int a_min_sample, int a_max_sample, int a_step); IMGUI_API void _PathArcToN(const ImVec2& center, float radius, float a_min, float a_max, int num_segments); @@ -3387,14 +3474,15 @@ struct ImDrawList struct ImDrawData { bool Valid; // Only valid after Render() is called and before the next NewFrame() is called. - int CmdListsCount; // Number of ImDrawList* to render + int CmdListsCount; // Number of ImDrawList* to render. (== CmdLists.Size). Exists for legacy reason. int TotalIdxCount; // For convenience, sum of all ImDrawList's IdxBuffer.Size int TotalVtxCount; // For convenience, sum of all ImDrawList's VtxBuffer.Size ImVector CmdLists; // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. ImVec2 DisplayPos; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) ImVec2 DisplaySize; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) - ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Based on io.DisplayFramebufferScale. Generally (1,1) on normal display, (2,2) on OSX with Retina display. + ImVec2 FramebufferScale; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. ImGuiViewport* OwnerViewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + ImVector* Textures; // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overriden or set to NULL if you want to manually update textures. // Functions ImDrawData() { Clear(); } @@ -3404,6 +3492,85 @@ struct ImDrawData IMGUI_API void ScaleClipRects(const ImVec2& fb_scale); // Helper to scale the ClipRect field of each ImDrawCmd. Use if your final output buffer is at a different scale than Dear ImGui expects, or if there is a difference between your window resolution and framebuffer resolution. }; +//----------------------------------------------------------------------------- +// [SECTION] Texture API (ImTextureFormat, ImTextureStatus, ImTextureRect, ImTextureData) +//----------------------------------------------------------------------------- +// In principle, the only data types that user/application code should care about are 'ImTextureRef' and 'ImTextureID'. +// They are defined above in this header file. Read their description to the difference between ImTextureRef and ImTextureID. +// FOR ALL OTHER ImTextureXXXX TYPES: ONLY CORE LIBRARY AND RENDERER BACKENDS NEED TO KNOW AND CARE ABOUT THEM. +//----------------------------------------------------------------------------- + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +enum ImTextureFormat +{ + ImTextureFormat_RGBA32, // 4 components per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 + ImTextureFormat_Alpha8, // 1 component per pixel, each is unsigned 8-bit. Total size = TexWidth * TexHeight +}; + +// Status of a texture to communicate with Renderer Backend. +enum ImTextureStatus +{ + ImTextureStatus_OK, + ImTextureStatus_Destroyed, // Backend destroyed the texture. + ImTextureStatus_WantCreate, // Requesting backend to create the texture. Set status OK when done. + ImTextureStatus_WantUpdates, // Requesting backend to update specific blocks of pixels (write to texture portions which have never been used before). Set status OK when done. + ImTextureStatus_WantDestroy, // Requesting backend to destroy the texture. Set status to Destroyed when done. +}; + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +struct ImTextureRect +{ + unsigned short x, y; // Upper-left coordinates of rectangle to update + unsigned short w, h; // Size of rectangle to update (in pixels) +}; + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. + // In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +struct ImTextureData +{ + //------------------------------------------ core / backend --------------------------------------- + int UniqueID; // w - // Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + ImTextureStatus Status; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + void* BackendUserData; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + ImTextureID TexID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + ImTextureFormat Format; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + int Width; // w r // Texture width + int Height; // w r // Texture height + int BytesPerPixel; // w r // 4 or 1 + unsigned char* Pixels; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + ImTextureRect UsedRect; // w r // Bounding box encompassing all past and queued Updates[]. + ImTextureRect UpdateRect; // w r // Bounding box encompassing all queued Updates[]. + ImVector Updates; // w r // Array of individual updates. + int UnusedFrames; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + unsigned short RefCount; // w r // Number of contexts using this texture. Used during backend shutdown. + bool UseColors; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + bool WantDestroyNextFrame; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + // Functions + ImTextureData() { memset(this, 0, sizeof(*this)); } + ~ImTextureData() { DestroyPixels(); } + IMGUI_API void Create(ImTextureFormat format, int w, int h); + IMGUI_API void DestroyPixels(); + unsigned char* GetPixels() { IM_ASSERT(Pixels != NULL); return Pixels; } + unsigned char* GetPixelsAt(int x, int y) { IM_ASSERT(Pixels != NULL); return Pixels + (x + y * Width) * BytesPerPixel; } + int GetSizeInBytes() const { return Width * Height * BytesPerPixel; } + int GetPitch() const { return Width * BytesPerPixel; } + ImTextureRef GetTexRef() { ImTextureRef tex_ref; tex_ref._TexData = this; tex_ref._TexID = ImTextureID_Invalid; return tex_ref; } + ImTextureID GetTexID() const { return TexID; } + + // Called by Renderer backend + void SetTexID(ImTextureID tex_id) { TexID = tex_id; } // Call after creating or destroying the texture. Never modify TexID directly! + void SetStatus(ImTextureStatus status) { Status = status; } // Call after honoring a request. Never modify Status directly! +}; + //----------------------------------------------------------------------------- // [SECTION] Font API (ImFontConfig, ImFontGlyph, ImFontAtlasFlags, ImFontAtlas, ImFontGlyphRangesBuilder, ImFont) //----------------------------------------------------------------------------- @@ -3411,43 +3578,56 @@ struct ImDrawData // A font input/source (we may rename this to ImFontSource in the future) struct ImFontConfig { + // Data Source + char Name[40]; // // Name (strictly to ease debugging, hence limited size buffer) void* FontData; // // TTF/OTF data int FontDataSize; // // TTF/OTF data size bool FontDataOwnedByAtlas; // true // TTF/OTF data ownership taken by the container ImFontAtlas (will delete memory itself). + + // Options bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. bool PixelSnapH; // false // Align every glyph AdvanceX to pixel boundaries. Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, you can set OversampleH/V to 1. - int FontNo; // 0 // Index of font within TTF/OTF file - int OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. - int OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + bool PixelSnapV; // true // Align Scaled GlyphOffset.y to pixel boundaries. + ImS8 FontNo; // 0 // Index of font within TTF/OTF file + ImS8 OversampleH; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + ImS8 OversampleV; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. float SizePixels; // // Size in pixels for rasterizer (more or less maps to the resulting font height). - //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED IN 1.91.9: use GlyphExtraAdvanceX) - ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input. - const ImWchar* GlyphRanges; // NULL // THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). - float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font + const ImWchar* GlyphRanges; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + const ImWchar* GlyphExcludeRanges; // NULL // Pointer to a VERY SHORT user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + //ImVec2 GlyphExtraSpacing; // 0, 0 // (REMOVED AT IT SEEMS LARGELY OBSOLETE. PLEASE REPORT IF YOU WERE USING THIS). Extra spacing (in pixels) between glyphs when rendered: essentially add to glyph->AdvanceX. Only X axis is supported for now. + ImVec2 GlyphOffset; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs - float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. - unsigned int FontBuilderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + float GlyphExtraAdvanceX; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + unsigned int FontLoaderFlags; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + //unsigned int FontBuilderFlags; // -- // [Renamed in 1.92] Ue FontLoaderFlags. float RasterizerMultiply; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. - float RasterizerDensity; // 1.0f // DPI scale for rasterization, not altering other font metrics: make it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + float RasterizerDensity; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. ImWchar EllipsisChar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. // [Internal] - char Name[40]; // Name (strictly to ease debugging) - ImFont* DstFont; + ImFontFlags Flags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + ImFont* DstFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + const ImFontLoader* FontLoader; // Custom font backend for this source (other use one stored in ImFontAtlas) + void* FontLoaderData; // Font loader opaque storage (per font config) IMGUI_API ImFontConfig(); }; // Hold rendering data for one glyph. -// (Note: some language parsers may fail to convert the 31+1 bitfield members, in this case maybe drop store a single u32 or we can rework this) +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) struct ImFontGlyph { unsigned int Colored : 1; // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) unsigned int Visible : 1; // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. - unsigned int Codepoint : 30; // 0x0000..0x10FFFF - float AdvanceX; // Horizontal distance to advance layout with - float X0, Y0, X1, Y1; // Glyph corners - float U0, V0, U1, V1; // Texture coordinates + unsigned int SourceIdx : 4; // Index of source in parent font + unsigned int Codepoint : 26; // 0x0000..0x10FFFF + float AdvanceX; // Horizontal distance to advance cursor/layout position. + float X0, Y0, X1, Y1; // Glyph corners. Offsets from current cursor/layout position. + float U0, V0, U1, V1; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + int PackId; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) + + ImFontGlyph() { memset(this, 0, sizeof(*this)); PackId = -1; } }; // Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). @@ -3466,20 +3646,21 @@ struct ImFontGlyphRangesBuilder IMGUI_API void BuildRanges(ImVector* out_ranges); // Output new ranges }; -// See ImFontAtlas::AddCustomRectXXX functions. -struct ImFontAtlasCustomRect -{ - unsigned short X, Y; // Output // Packed position in Atlas +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +typedef int ImFontAtlasRectId; +#define ImFontAtlasRectId_Invalid -1 - // [Internal] - unsigned short Width, Height; // Input // Desired rectangle dimension - unsigned int GlyphID : 31; // Input // For custom font glyphs only (ID < 0x110000) - unsigned int GlyphColored : 1; // Input // For custom font glyphs only: glyph is colored, removed tinting. - float GlyphAdvanceX; // Input // For custom font glyphs only: glyph xadvance - ImVec2 GlyphOffset; // Input // For custom font glyphs only: glyph display offset - ImFont* Font; // Input // For custom font glyphs only: target font - ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } - bool IsPacked() const { return X != 0xFFFF; } +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +struct ImFontAtlasRect +{ + unsigned short x, y; // Position (in current texture) + unsigned short w, h; // Size + ImVec2 uv0, uv1; // UV coordinates (in current texture) + + ImFontAtlasRect() { memset(this, 0, sizeof(*this)); } }; // Flags for ImFontAtlas build @@ -3495,12 +3676,14 @@ enum ImFontAtlasFlags_ // - One or more fonts. // - Custom graphics data needed to render the shapes needed by Dear ImGui. // - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). -// It is the user-code responsibility to setup/build the atlas, then upload the pixel data into a texture accessible by your graphics api. -// - Optionally, call any of the AddFont*** functions. If you don't call any, the default font embedded in the code will be loaded for you. -// - Call GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. -// - Upload the pixels data into a texture within your graphics system (see imgui_impl_xxxx.cpp examples) +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. // - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. -// This value will be passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID for more details. // Common pitfalls: // - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persist up until the // atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. @@ -3514,35 +3697,48 @@ struct ImFontAtlas IMGUI_API ~ImFontAtlas(); IMGUI_API ImFont* AddFont(const ImFontConfig* font_cfg); IMGUI_API ImFont* AddFontDefault(const ImFontConfig* font_cfg = NULL); - IMGUI_API ImFont* AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); - IMGUI_API ImFont* AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, 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, 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* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. - IMGUI_API void ClearInputData(); // Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. - IMGUI_API void ClearFonts(); // Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates). - IMGUI_API void ClearTexData(); // Clear output texture data (CPU side). Saves RAM once the texture has been copied to graphics memory. - IMGUI_API void Clear(); // Clear all input and output. + 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* 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* AddFontFromMemoryCompressedBase85TTF(const char* compressed_font_data_base85, float size_pixels = 0.0f, const ImFontConfig* font_cfg = NULL, const ImWchar* glyph_ranges = NULL); // 'compressed_font_data_base85' still owned by caller. Compress with binary_to_compressed_c.cpp with -base85 parameter. + IMGUI_API void RemoveFont(ImFont* font); - // Build atlas, retrieve pixel data. - // User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). - // The pitch is always = Width * BytesPerPixels (1 or 4) - // Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into - // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. - IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. - IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel - IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel - bool IsBuilt() const { return Fonts.Size > 0 && TexReady; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent... - void SetTexID(ImTextureID id) { TexID = id; } + IMGUI_API void Clear(); // Clear everything (input fonts, output glyphs/textures) + IMGUI_API void CompactCache(); // Compact cached glyphs and texture. + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + IMGUI_API void ClearInputData(); // [OBSOLETE] Clear input data (all ImFontConfig structures including sizes, TTF data, glyph ranges, etc.) = all the data used to build the texture and fonts. + IMGUI_API void ClearFonts(); // [OBSOLETE] Clear input+output font data (same as ClearInputData() + glyphs storage, UV coordinates). + IMGUI_API void ClearTexData(); // [OBSOLETE] Clear CPU-side copy of the texture data. Saves RAM once the texture has been copied to graphics memory. + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste. + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + IMGUI_API bool Build(); // Build pixels data. This is called automatically for you by the GetTexData*** functions. + IMGUI_API void GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 1 byte per-pixel + IMGUI_API void GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel = NULL); // 4 bytes-per-pixel + void SetTexID(ImTextureID id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid); TexRef._TexData->TexID = id; } // Called by legacy backends. May be called before texture creation. + void SetTexID(ImTextureRef id) { IM_ASSERT(TexRef._TexID == ImTextureID_Invalid && id._TexData == NULL); TexRef._TexData->TexID = id._TexID; } // Called by legacy backends. + bool IsBuilt() const { return Fonts.Size > 0 && TexIsBuilt; } // Bit ambiguous: used to detect when user didn't build texture but effectively we should check TexID != 0 except that would be backend dependent.. +#endif //------------------------------------------- // Glyph Ranges //------------------------------------------- + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) // NB: Make sure that your string are UTF-8 and NOT in your local code page. // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. - IMGUI_API const ImWchar* GetGlyphRangesDefault(); // Basic Latin, Extended Latin IMGUI_API const ImWchar* GetGlyphRangesGreek(); // Default + Greek and Coptic IMGUI_API const ImWchar* GetGlyphRangesKorean(); // Default + Korean characters IMGUI_API const ImWchar* GetGlyphRangesJapanese(); // Default + Hiragana, Katakana, Half-Width, Selection of 2999 Ideographs @@ -3551,24 +3747,32 @@ struct ImFontAtlas IMGUI_API const ImWchar* GetGlyphRangesCyrillic(); // Default + about 400 Cyrillic characters IMGUI_API const ImWchar* GetGlyphRangesThai(); // Default + Thai characters IMGUI_API const ImWchar* GetGlyphRangesVietnamese(); // Default + Vietnamese characters +#endif //------------------------------------------- // [ALPHA] Custom Rectangles/Glyphs API //------------------------------------------- - // You can request arbitrary rectangles to be packed into the atlas, for your own purposes. - // - After calling Build(), you can query the rectangle position and render your pixels. - // - If you render colored output, set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. - // - You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), - // so you can render e.g. custom colorful icons and use them as regular glyphs. + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.X, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. // - Read docs/FONTS.md for more details about using colorful icons. - // - Note: this API may be redesigned later in order to support multi-monitor varying DPI settings. - IMGUI_API int AddCustomRectRegular(int width, int height); - IMGUI_API int AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset = ImVec2(0, 0)); - ImFontAtlasCustomRect* GetCustomRectByIndex(int index) { IM_ASSERT(index >= 0); return &CustomRects[index]; } - - // [Internal] - IMGUI_API void CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const; + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + IMGUI_API ImFontAtlasRectId AddCustomRect(int width, int height, ImFontAtlasRect* out_r = NULL);// Register a rectangle. Return -1 (ImFontAtlasRectId_Invalid) on error. + IMGUI_API void RemoveCustomRect(ImFontAtlasRectId id); // Unregister a rectangle. Existing pixels will stay in texture until resized / garbage collected. + IMGUI_API bool GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const; // Get rectangle coordinates for current texture. Valid immediately, never store this (read above)! //------------------------------------------- // Members @@ -3576,100 +3780,178 @@ struct ImFontAtlas // Input ImFontAtlasFlags Flags; // Build flags (see ImFontAtlasFlags_) - ImTextureID TexID; // User data to refer to the texture once it has been uploaded to user's graphic systems. It is passed back to you during rendering via the ImDrawCmd structure. - int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height. + ImTextureFormat TexDesiredFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). int TexGlyphPadding; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + int TexMinWidth; // Minimum desired texture width. Must be a power of two. Default to 512. + int TexMinHeight; // Minimum desired texture height. Must be a power of two. Default to 128. + int TexMaxWidth; // Maximum desired texture width. Must be a power of two. Default to 8192. + int TexMaxHeight; // Maximum desired texture height. Must be a power of two. Default to 8192. void* UserData; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + // Output + // - Because textures are dynamically created/resized, the current texture identifier may changed at *ANY TIME* during the frame. + // - This should not affect you as you can always use the latest value. But note that any precomputed UV coordinates are only valid for the current TexRef. +#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImTextureRef TexRef; // Latest texture identifier == TexData->GetTexRef(). +#else + union { ImTextureRef TexRef; ImTextureRef TexID; }; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.x +#endif + ImTextureData* TexData; // Latest texture. + // [Internal] - // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you. - bool Locked; // Marked as Locked by ImGui::NewFrame() so attempt to modify the atlas will assert. - bool TexReady; // Set when texture was built matching current font input - bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format. - unsigned char* TexPixelsAlpha8; // 1 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight - unsigned int* TexPixelsRGBA32; // 4 component per pixel, each component is unsigned 8-bit. Total size = TexWidth * TexHeight * 4 - int TexWidth; // Texture width calculated during Build(). - int TexHeight; // Texture height calculated during Build(). - ImVec2 TexUvScale; // = (1.0f/TexWidth, 1.0f/TexHeight) - ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel + ImVector TexList; // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + bool Locked; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + bool RendererHasTextures;// Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + bool TexIsBuilt; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + bool TexPixelsUseColors; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + ImVec2 TexUvScale; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + ImVec2 TexUvWhitePixel; // Texture coordinates to a white pixel. May change as new texture gets created. ImVector Fonts; // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. - ImVector CustomRects; // Rectangles for packing custom texture data into the atlas. ImVector Sources; // Source/configuration data ImVec4 TexUvLines[IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1]; // UVs for baked anti-aliased lines - - // [Internal] Font builder - const ImFontBuilderIO* FontBuilderIO; // Opaque interface to a font builder (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). - unsigned int FontBuilderFlags; // Shared flags (for all fonts) for custom font builder. THIS IS BUILD IMPLEMENTATION DEPENDENT. Per-font override is also available in ImFontConfig. - - // [Internal] Packing data - int PackIdMouseCursors; // Custom texture rectangle ID for white pixel and mouse cursors - int PackIdLines; // Custom texture rectangle ID for baked anti-aliased lines + int TexNextUniqueID; // Next value to be stored in TexData->UniqueID + int FontNextUniqueID; // Next value to be stored in ImFont->FontID + ImVector DrawListSharedDatas; // List of users for this atlas. Typically one per Dear ImGui context. + ImFontAtlasBuilder* Builder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + const ImFontLoader* FontLoader; // Font loader opaque interface (default to stb_truetype, can be changed to use FreeType by defining IMGUI_ENABLE_FREETYPE). Don't set directly! + const char* FontLoaderName; // Font loader name (for display e.g. in About box) == FontLoader->Name + void* FontLoaderData; // Font backend opaque storage + unsigned int FontLoaderFlags; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + int RefCount; // Number of contexts using this atlas + ImGuiContext* OwnerContext; // Context which own the atlas will be in charge of updating and destroying it. // [Obsolete] - //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ - //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + // Legacy: You can request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs. --> Prefer using a custom ImFontLoader. + ImFontAtlasRect TempRect; // For old GetCustomRectByIndex() API + inline ImFontAtlasRectId AddCustomRectRegular(int w, int h) { return AddCustomRect(w, h); } // RENAMED in 1.92.X + inline const ImFontAtlasRect* GetCustomRectByIndex(ImFontAtlasRectId id) { return GetCustomRect(id, &TempRect) ? &TempRect : NULL; } // OBSOLETED in 1.92.X + inline void CalcCustomRectUV(const ImFontAtlasRect* r, ImVec2* out_uv_min, ImVec2* out_uv_max) const { *out_uv_min = r->uv0; *out_uv_max = r->uv1; } // OBSOLETED in 1.92.X + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // OBSOLETED in 1.92.X: Use custom ImFontLoader in ImFontConfig + IMGUI_API ImFontAtlasRectId AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int w, int h, float advance_x, const ImVec2& offset = ImVec2(0, 0)); // ADDED AND OBSOLETED in 1.92.X +#endif + //unsigned int FontBuilderFlags; // OBSOLETED in 1.92.X: Renamed to FontLoaderFlags. + //int TexDesiredWidth; // OBSOLETED in 1.92.X: Force texture width before calling Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height) + //typedef ImFontAtlasRect ImFontAtlasCustomRect; // OBSOLETED in 1.92.X + //typedef ImFontAtlasCustomRect CustomRect; // OBSOLETED in 1.72+ + //typedef ImFontGlyphRangesBuilder GlyphRangesBuilder; // OBSOLETED in 1.67+ }; -// Font runtime data and rendering -// ImFontAtlas automatically loads a default embedded font for you when you call GetTexDataAsAlpha8() or GetTexDataAsRGBA32(). -struct ImFont +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +struct ImFontBaked { // [Internal] Members: Hot ~20/24 bytes (for CalcTextSize) ImVector IndexAdvanceX; // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). - float FallbackAdvanceX; // 4 // out // = FallbackGlyph->AdvanceX - float FontSize; // 4 // in // Height of characters/line, set during loading (don't change after loading) + float FallbackAdvanceX; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + float Size; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + float RasterizerDensity; // 4 // in // Density this is baked at - // [Internal] Members: Hot ~28/40 bytes (for RenderText loop) + // [Internal] Members: Hot ~28/36 bytes (for RenderText loop) ImVector IndexLookup; // 12-16 // out // Sparse. Index glyphs by Unicode code-point. ImVector Glyphs; // 12-16 // out // All glyphs. - ImFontGlyph* FallbackGlyph; // 4-8 // out // = FindGlyph(FontFallbackChar) + int FallbackGlyphIndex; // 4 // out // Index of FontFallbackChar - // [Internal] Members: Cold ~32/40 bytes + // [Internal] Members: Cold + float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + unsigned int MetricsTotalSurface:26;// 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + unsigned int WantDestroy:1; // 0 // // Queued for destroy + unsigned int LockLoadingFallback:1; // 0 // // + int LastUsedFrame; // 4 // // Record of that time this was bounds + ImGuiID BakedId; // 4 // + ImFont* ContainerFont; // 4-8 // in // Parent font + void* FontLoaderDatas; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + IMGUI_API ImFontBaked(); + IMGUI_API void ClearOutputData(); + IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); // Return U+FFFD glyph if requested glyph doesn't exists. + IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); // Return NULL if glyph doesn't exist + IMGUI_API float GetCharAdvance(ImWchar c); + IMGUI_API bool IsGlyphLoaded(ImWchar c); +}; + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +enum ImFontFlags_ +{ + ImFontFlags_None = 0, + ImFontFlags_DefaultToLegacySize = 1 << 0, // Legacy compatibility: make PushFont() calls without explicit size use font->LegacySize instead of current font size. + ImFontFlags_NoLoadError = 1 << 1, // Disable throwing an error/assert when calling AddFontXXX() with missing file/data. Calling code is expected to check AddFontXXX() return value. + ImFontFlags_NoLoadGlyphs = 1 << 2, // [Internal] Disable loading new glyphs. + ImFontFlags_LockBakedSizes = 1 << 3, // [Internal] Disable loading new baked sizes, disable garbage collecting current ones. e.g. if you want to lock a font to a single size. Important: if you use this to preload given sizes, consider the possibility of multiple font density used on Retina display. +}; + +// Font runtime data and rendering +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.X a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). +struct ImFont +{ + // [Internal] Members: Hot ~12-20 bytes + ImFontBaked* LastBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + ImFontAtlas* ContainerAtlas; // 4-8 // What we have been loaded into. + ImFontFlags Flags; // 4 // Font flags. + float CurrentRasterizerDensity; // Current rasterizer density. This is a varying state of the font. + + // [Internal] Members: Cold ~24-52 bytes // Conceptually Sources[] is the list of font sources merged to create this font. - ImFontAtlas* ContainerAtlas; // 4-8 // out // What we has been loaded into - ImFontConfig* Sources; // 4-8 // in // Pointer within ContainerAtlas->Sources[], to SourcesCount instances - short SourcesCount; // 2 // in // Number of ImFontConfig involved in creating this font. Usually 1, or >1 when merging multiple font sources into one ImFont. - short EllipsisCharCount; // 1 // out // 1 or 3 + ImGuiID FontId; // Unique identifier for the font + float LegacySize; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + ImVector Sources; // 16 // in // List of sources. Pointers within ContainerAtlas->Sources[] ImWchar EllipsisChar; // 2-4 // out // Character used for ellipsis rendering ('...'). ImWchar FallbackChar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') - float EllipsisWidth; // 4 // out // Total ellipsis Width - float EllipsisCharStep; // 4 // out // Step between characters when EllipsisCount > 0 - float Scale; // 4 // in // Base font scale (1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() - float Ascent, Descent; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) - int MetricsTotalSurface;// 4 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) - bool DirtyLookupTables; // 1 // out // ImU8 Used8kPagesMap[(IM_UNICODE_CODEPOINT_MAX+1)/8192/8]; // 1 bytes if ImWchar=ImWchar16, 16 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 4K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + bool EllipsisAutoBake; // 1 // // Mark when the "..." glyph needs to be generated. + ImGuiStorage RemapPairs; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + float Scale; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() +#endif // Methods IMGUI_API ImFont(); IMGUI_API ~ImFont(); - IMGUI_API ImFontGlyph* FindGlyph(ImWchar c); - IMGUI_API ImFontGlyph* FindGlyphNoFallback(ImWchar c); - float GetCharAdvance(ImWchar c) { return ((int)c < IndexAdvanceX.Size) ? IndexAdvanceX[(int)c] : FallbackAdvanceX; } + IMGUI_API bool IsGlyphInFont(ImWchar c); bool IsLoaded() const { return ContainerAtlas != NULL; } - const char* GetDebugName() const { return Sources ? Sources->Name : ""; } + const char* GetDebugName() const { return Sources.Size ? Sources[0]->Name : ""; } // Fill ImFontConfig::Name. // [Internal] Don't use! // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + IMGUI_API ImFontBaked* GetFontBaked(float font_size, float density = -1.0f); // Get or create baked data for given size IMGUI_API ImVec2 CalcTextSizeA(float size, float max_width, float wrap_width, const char* text_begin, const char* text_end = NULL, const char** remaining = NULL); // utf8 IMGUI_API const char* CalcWordWrapPosition(float size, const char* text, const char* text_end, float wrap_width); IMGUI_API void RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip = NULL); IMGUI_API void RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width = 0.0f, bool cpu_fine_clip = false); - #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(FontSize * scale, text, text_end, wrap_width); } + inline const char* CalcWordWrapPositionA(float scale, const char* text, const char* text_end, float wrap_width) { return CalcWordWrapPosition(LegacySize * scale, text, text_end, wrap_width); } #endif // [Internal] Don't use! - IMGUI_API void BuildLookupTable(); IMGUI_API void ClearOutputData(); - IMGUI_API void GrowIndex(int new_size); - IMGUI_API void AddGlyph(const ImFontConfig* src_cfg, ImWchar c, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x); - IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint, bool overwrite_dst);// , bool overwrite_dst = true); // Makes 'from_codepoint' character points to 'to_codepoint' character. Currently needs to be called AFTER fonts have been built. + IMGUI_API void AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint); // Makes 'from_codepoint' character points to 'to_codepoint' glyph. IMGUI_API bool IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last); }; +// This is provided for consistency (but we don't actually use this) +inline ImTextureID ImTextureRef::GetTexID() const +{ + IM_ASSERT(!(_TexData != NULL && _TexID != ImTextureID_Invalid)); + return _TexData ? _TexData->TexID : _TexID; +} + +// Using an indirection to avoid patching ImDrawCmd after a SetTexID() call (but this could be an alternative solution too) +inline ImTextureID ImDrawCmd::GetTexID() const +{ + // If you are getting this assert: A renderer backend with support for ImGuiBackendFlags_RendererHasTextures (1.92) + // must iterate and handle ImTextureData requests stored in ImDrawData::Textures[]. + ImTextureID tex_id = TexRef._TexData ? TexRef._TexData->TexID : TexRef._TexID; // == TexRef.GetTexID() above. + if (TexRef._TexData != NULL) + IM_ASSERT(tex_id != ImTextureID_Invalid && "ImDrawCmd is referring to ImTextureData that wasn't uploaded to graphics system. Backend must call ImTextureData::SetTexID() after handling ImTextureStatus_WantCreate request!"); + return tex_id; +} + //----------------------------------------------------------------------------- // [SECTION] Viewports //----------------------------------------------------------------------------- @@ -3709,7 +3991,7 @@ struct ImGuiViewport ImGuiViewportFlags Flags; // See ImGuiViewportFlags_ ImVec2 Pos; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) ImVec2 Size; // Main Area: Size of the viewport. - ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). + ImVec2 FramebufferScale; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. ImVec2 WorkPos; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) ImVec2 WorkSize; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) float DpiScale; // 1.0f = 96 DPI = No extra scale. @@ -3822,6 +4104,10 @@ struct ImGuiPlatformIO // Input - Interface with Renderer Backend //------------------------------------------------------------------ + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + int Renderer_TextureMaxWidth; + int Renderer_TextureMaxHeight; + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. void* Renderer_RenderState; @@ -3876,9 +4162,13 @@ struct ImGuiPlatformIO ImVector Monitors; //------------------------------------------------------------------ - // Output - List of viewports to render into platform windows + // Output //------------------------------------------------------------------ + // Textures list (the list is updated by calling ImGui::EndFrame or ImGui::Render) + // The ImGui_ImplXXXX_RenderDrawData() function of each backend generally access this via ImDrawData::Textures which points to this. The array is available here mostly because backends will want to destroy textures on shutdown. + ImVector Textures; // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + // Viewports list (the list is updated by calling ImGui::EndFrame or ImGui::Render) // (in the future we will attempt to organize this feature to remove the need for a "main viewport") ImVector Viewports; // Main viewports, followed by all secondary viewports. @@ -3916,8 +4206,10 @@ struct ImGuiPlatformImeData #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS namespace ImGui { + // OBSOLETED in 1.92.0 (from June 2025) + IMGUI_API void SetWindowFontScale(float scale); // Set font scale factor for current window. Prefer using PushFontSize(style.FontSizeBase * factor) or use style.FontScaleMain to scale all windows. // OBSOLETED in 1.91.9 (from February 2025) - IMGUI_API void Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead. + IMGUI_API void Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col); // <-- 'border_col' was removed in favor of ImGuiCol_ImageBorder. If you use 'tint_col', use ImageWithBg() instead. // OBSOLETED in 1.91.0 (from July 2024) static inline void PushButtonRepeat(bool repeat) { PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat); } static inline void PopButtonRepeat() { PopItemFlag(); } @@ -4003,6 +4295,25 @@ namespace ImGui //static inline void SetScrollPosHere() { SetScrollHere(); } // OBSOLETED in 1.42 } +//-- OBSOLETED in 1.92.x: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +typedef ImFontAtlasRect ImFontAtlasCustomRect; +/*struct ImFontAtlasCustomRect +{ + unsigned short X, Y; // Output // Packed position in Atlas + unsigned short Width, Height; // Input // [Internal] Desired rectangle dimension + unsigned int GlyphID:31; // Input // [Internal] For custom font glyphs only (ID < 0x110000) + unsigned int GlyphColored:1; // Input // [Internal] For custom font glyphs only: glyph is colored, removed tinting. + float GlyphAdvanceX; // Input // [Internal] For custom font glyphs only: glyph xadvance + ImVec2 GlyphOffset; // Input // [Internal] For custom font glyphs only: glyph display offset + ImFont* Font; // Input // [Internal] For custom font glyphs only: target font + ImFontAtlasCustomRect() { X = Y = 0xFFFF; Width = Height = 0; GlyphID = 0; GlyphColored = 0; GlyphAdvanceX = 0.0f; GlyphOffset = ImVec2(0, 0); Font = NULL; } + bool IsPacked() const { return X != 0xFFFF; } +};*/ + //-- OBSOLETED in 1.82 (from Mars 2021): flags for AddRect(), AddRectFilled(), AddImageRounded(), PathRect() //typedef ImDrawFlags ImDrawCornerFlags; //enum ImDrawCornerFlags_ diff --git a/imgui_demo.cpp b/imgui_demo.cpp index bc6c37a45..242028c80 100644 --- a/imgui_demo.cpp +++ b/imgui_demo.cpp @@ -639,6 +639,7 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::CheckboxFlags("io.BackendFlags: PlatformHasViewports", &io.BackendFlags, ImGuiBackendFlags_PlatformHasViewports); ImGui::CheckboxFlags("io.BackendFlags: HasMouseHoveredViewport",&io.BackendFlags, ImGuiBackendFlags_HasMouseHoveredViewport); ImGui::CheckboxFlags("io.BackendFlags: RendererHasVtxOffset", &io.BackendFlags, ImGuiBackendFlags_RendererHasVtxOffset); + ImGui::CheckboxFlags("io.BackendFlags: RendererHasTextures", &io.BackendFlags, ImGuiBackendFlags_RendererHasTextures); ImGui::CheckboxFlags("io.BackendFlags: RendererHasViewports", &io.BackendFlags, ImGuiBackendFlags_RendererHasViewports); ImGui::EndDisabled(); @@ -646,8 +647,8 @@ void ImGui::ShowDemoWindow(bool* p_open) ImGui::Spacing(); } - IMGUI_DEMO_MARKER("Configuration/Style"); - if (ImGui::TreeNode("Style")) + IMGUI_DEMO_MARKER("Configuration/Style, Fonts"); + if (ImGui::TreeNode("Style, Fonts")) { ImGui::Checkbox("Style Editor", &demo_data.ShowStyleEditor); ImGui::SameLine(); @@ -1810,6 +1811,7 @@ static void DemoWindowWidgetsFonts() { ImFontAtlas* atlas = ImGui::GetIO().Fonts; ImGui::ShowFontAtlas(atlas); + // FIXME-NEWATLAS: Provide a demo to add/create a procedural font? ImGui::TreePop(); } } @@ -1830,13 +1832,12 @@ static void DemoWindowWidgetsImages() "Hover the texture for a zoomed view!"); // Below we are displaying the font texture because it is the only texture we have access to inside the demo! - // Remember that ImTextureID is just storage for whatever you want it to be. It is essentially a value that - // will be passed to the rendering backend via the ImDrawCmd structure. + // Read description about ImTextureID/ImTextureRef and FAQ for details about texture identifiers. // If you use one of the default imgui_impl_XXXX.cpp rendering backend, they all have comments at the top - // of their respective source file to specify what they expect to be stored in ImTextureID, for example: - // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer + // of their respective source file to specify what they are using as texture identifier, for example: + // - The imgui_impl_dx11.cpp renderer expect a 'ID3D11ShaderResourceView*' pointer. // - The imgui_impl_opengl3.cpp renderer expect a GLuint OpenGL texture identifier, etc. - // More: + // So with the DirectX11 backend, you call ImGui::Image() with a 'ID3D11ShaderResourceView*' cast to ImTextureID. // - If you decided that ImTextureID = MyEngineTexture*, then you can pass your MyEngineTexture* pointers // to ImGui::Image(), and gather width/height through your own functions, etc. // - You can use ShowMetricsWindow() to inspect the draw data that are being passed to your renderer, @@ -1844,14 +1845,19 @@ static void DemoWindowWidgetsImages() // - Consider using the lower-level ImDrawList::AddImage() API, via ImGui::GetWindowDrawList()->AddImage(). // - Read https://github.com/ocornut/imgui/blob/master/docs/FAQ.md // - Read https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples - ImTextureID my_tex_id = io.Fonts->TexID; - float my_tex_w = (float)io.Fonts->TexWidth; - float my_tex_h = (float)io.Fonts->TexHeight; + + // Grab the current texture identifier used by the font atlas. + ImTextureRef my_tex_id = io.Fonts->TexRef; + + // 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. + float my_tex_w = (float)io.Fonts->TexData->Width; + float my_tex_h = (float)io.Fonts->TexData->Height; + { ImGui::Text("%.0fx%.0f", my_tex_w, my_tex_h); ImVec2 pos = ImGui::GetCursorScreenPos(); - ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left - ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right + ImVec2 uv_min = ImVec2(0.0f, 0.0f); // Top-left + ImVec2 uv_max = ImVec2(1.0f, 1.0f); // Lower-right ImGui::PushStyleVar(ImGuiStyleVar_ImageBorderSize, IM_MAX(1.0f, ImGui::GetStyle().ImageBorderSize)); 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)); if (ImGui::BeginItemTooltip()) @@ -8122,7 +8128,7 @@ void ImGui::ShowAboutWindow(bool* p_open) if (copy_to_clipboard) { ImGui::LogToClipboard(); - ImGui::LogText("```\n"); // Back quotes will make text appears without formatting when pasting on GitHub + ImGui::LogText("```cpp\n"); // Back quotes will make text appears without formatting when pasting on GitHub } ImGui::Text("Dear ImGui %s (%d)", IMGUI_VERSION, IMGUI_VERSION_NUM); @@ -8238,9 +8244,11 @@ void ImGui::ShowAboutWindow(bool* p_open) if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) ImGui::Text(" PlatformHasViewports"); if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)ImGui::Text(" HasMouseHoveredViewport"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset) ImGui::Text(" RendererHasVtxOffset"); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) ImGui::Text(" RendererHasTextures"); if (io.BackendFlags & ImGuiBackendFlags_RendererHasViewports) ImGui::Text(" RendererHasViewports"); ImGui::Separator(); - ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexWidth, io.Fonts->TexHeight); + ImGui::Text("io.Fonts: %d fonts, Flags: 0x%08X, TexSize: %d,%d", io.Fonts->Fonts.Size, io.Fonts->Flags, io.Fonts->TexData->Width, io.Fonts->TexData->Height); + ImGui::Text("io.Fonts->FontLoaderName: \"%s\"", io.Fonts->FontLoaderName ? io.Fonts->FontLoaderName : "NULL"); ImGui::Text("io.DisplaySize: %.2f,%.2f", io.DisplaySize.x, io.DisplaySize.y); ImGui::Text("io.DisplayFramebufferScale: %.2f,%.2f", io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y); ImGui::Separator(); @@ -8270,9 +8278,6 @@ void ImGui::ShowAboutWindow(bool* p_open) // - ShowStyleEditor() //----------------------------------------------------------------------------- -// Forward declare ShowFontAtlas() which isn't worth putting in public API yet -namespace ImGui { IMGUI_API void ShowFontAtlas(ImFontAtlas* atlas); } - // Demo helper function to select among loaded fonts. // Here we use the regular BeginCombo()/EndCombo() api which is the more flexible one. void ImGui::ShowFontSelector(const char* label) @@ -8293,11 +8298,16 @@ void ImGui::ShowFontSelector(const char* label) ImGui::EndCombo(); } ImGui::SameLine(); - HelpMarker( - "- Load additional fonts with io.Fonts->AddFontFromFileTTF().\n" - "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" - "- Read FAQ and docs/FONTS.md for more details.\n" - "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); + if (io.BackendFlags & ImGuiBackendFlags_RendererHasTextures) + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- Read FAQ and docs/FONTS.md for more details."); + else + HelpMarker( + "- Load additional fonts with io.Fonts->AddFontXXX() functions.\n" + "- The font atlas is built when calling io.Fonts->GetTexDataAsXXXX() or io.Fonts->Build().\n" + "- Read FAQ and docs/FONTS.md for more details.\n" + "- If you need to add/remove fonts at runtime (e.g. for DPI change), do it before calling NewFrame()."); } // Demo helper function to select among default colors. See ShowStyleEditor() for more advanced options. @@ -8348,9 +8358,21 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { // General + SeparatorText("General"); + if ((GetIO().BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + BulletText("Warning: Font scaling will NOT be smooth, because\nImGuiBackendFlags_RendererHasTextures is not set!"); + if (ShowStyleSelector("Colors##Selector")) ref_saved_style = style; ShowFontSelector("Fonts##Selector"); + if (DragFloat("FontSizeBase", &style.FontSizeBase, 0.20f, 5.0f, 100.0f, "%.0f")) + style._NextFrameFontSizeBase = style.FontSizeBase; // FIXME: Temporary hack until we finish remaining work. + SameLine(0.0f, 0.0f); Text(" (out %.2f)", GetFontSize()); + DragFloat("FontScaleMain", &style.FontScaleMain, 0.02f, 0.5f, 4.0f); + //BeginDisabled(GetIO().ConfigDpiScaleFonts); + DragFloat("FontScaleDpi", &style.FontScaleDpi, 0.02f, 0.5f, 5.0f); + //SetItemTooltip("When io.ConfigDpiScaleFonts is set, this value is automatically overwritten."); + //EndDisabled(); // Simplified Settings (expose floating-pointer border sizes as boolean representing 0.0f or 1.0f) if (SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f")) @@ -8373,8 +8395,7 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "Save/Revert in local non-persistent storage. Default Colors definition are not affected. " "Use \"Export\" below to save them somewhere."); - Separator(); - + SeparatorText("Details"); if (BeginTabBar("##tabs", ImGuiTabBarFlags_None)) { if (BeginTabItem("Sizes")) @@ -8548,11 +8569,12 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) { ImGuiIO& io = GetIO(); ImFontAtlas* atlas = io.Fonts; - HelpMarker("Read FAQ and docs/FONTS.md for details on font loading."); ShowFontAtlas(atlas); // Post-baking font scaling. Note that this is NOT the nice way of scaling fonts, read below. // (we enforce hard clamping manually as by default DragFloat/SliderFloat allows CTRL+Click text to get out of bounds). + /* + SeparatorText("Legacy Scaling"); const float MIN_SCALE = 0.3f; const float MAX_SCALE = 2.0f; HelpMarker( @@ -8560,12 +8582,13 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref) "However, the _correct_ way of scaling your UI is currently to reload your font at the designed size, " "rebuild the font atlas, and call style.ScaleAllSizes() on a reference ImGuiStyle structure.\n" "Using those settings here will give you poor quality results."); - static float window_scale = 1.0f; PushItemWidth(GetFontSize() * 8); - if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window - SetWindowFontScale(window_scale); DragFloat("global scale", &io.FontGlobalScale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp); // Scale everything + //static float window_scale = 1.0f; + //if (DragFloat("window scale", &window_scale, 0.005f, MIN_SCALE, MAX_SCALE, "%.2f", ImGuiSliderFlags_AlwaysClamp)) // Scale only this window + // SetWindowFontScale(window_scale); PopItemWidth(); + */ EndTabItem(); } diff --git a/imgui_draw.cpp b/imgui_draw.cpp index e6f9d9465..d3de3e668 100644 --- a/imgui_draw.cpp +++ b/imgui_draw.cpp @@ -13,7 +13,8 @@ Index of this file: // [SECTION] ImDrawData // [SECTION] Helpers ShadeVertsXXX functions // [SECTION] ImFontConfig -// [SECTION] ImFontAtlas +// [SECTION] ImFontAtlas, ImFontAtlasBuilder +// [SECTION] ImFontAtlas: backend for stb_truetype // [SECTION] ImFontAtlas: glyph ranges helpers // [SECTION] ImFontGlyphRangesBuilder // [SECTION] ImFont @@ -39,6 +40,7 @@ Index of this file: #endif #include // vsnprintf, sscanf, printf +#include // intptr_t // Visual Studio warnings #ifdef _MSC_VER @@ -397,6 +399,11 @@ ImDrawListSharedData::ImDrawListSharedData() ArcFastRadiusCutoff = IM_DRAWLIST_CIRCLE_AUTO_SEGMENT_CALC_R(IM_DRAWLIST_ARCFAST_SAMPLE_MAX, CircleSegmentMaxError); } +ImDrawListSharedData::~ImDrawListSharedData() +{ + IM_ASSERT(DrawLists.Size == 0); +} + void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) { if (CircleSegmentMaxError == max_error) @@ -415,22 +422,32 @@ void ImDrawListSharedData::SetCircleTessellationMaxError(float max_error) ImDrawList::ImDrawList(ImDrawListSharedData* shared_data) { memset(this, 0, sizeof(*this)); - _Data = shared_data; + _SetDrawListSharedData(shared_data); } ImDrawList::~ImDrawList() { _ClearFreeMemory(); + _SetDrawListSharedData(NULL); +} + +void ImDrawList::_SetDrawListSharedData(ImDrawListSharedData* data) +{ + if (_Data != NULL) + _Data->DrawLists.find_erase_unsorted(this); + _Data = data; + if (_Data != NULL) + _Data->DrawLists.push_back(this); } // Initialize before use in a new frame. We always have a command ready in the buffer. -// In the majority of cases, you would want to call PushClipRect() and PushTextureID() after this. +// In the majority of cases, you would want to call PushClipRect() and PushTexture() after this. void ImDrawList::_ResetForNewFrame() { // Verify that the ImDrawCmd fields we want to memcmp() are contiguous in memory. IM_STATIC_ASSERT(offsetof(ImDrawCmd, ClipRect) == 0); - IM_STATIC_ASSERT(offsetof(ImDrawCmd, TextureId) == sizeof(ImVec4)); - IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureID)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, TexRef) == sizeof(ImVec4)); + IM_STATIC_ASSERT(offsetof(ImDrawCmd, VtxOffset) == sizeof(ImVec4) + sizeof(ImTextureRef)); if (_Splitter._Count > 1) _Splitter.Merge(this); @@ -443,7 +460,7 @@ void ImDrawList::_ResetForNewFrame() _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.resize(0); - _TextureIdStack.resize(0); + _TextureStack.resize(0); _CallbacksDataBuf.resize(0); _Path.resize(0); _Splitter.Clear(); @@ -461,7 +478,7 @@ void ImDrawList::_ClearFreeMemory() _VtxWritePtr = NULL; _IdxWritePtr = NULL; _ClipRectStack.clear(); - _TextureIdStack.clear(); + _TextureStack.clear(); _CallbacksDataBuf.clear(); _Path.clear(); _Splitter.ClearFreeMemory(); @@ -481,7 +498,7 @@ void ImDrawList::AddDrawCmd() { ImDrawCmd draw_cmd; draw_cmd.ClipRect = _CmdHeader.ClipRect; // Same as calling ImDrawCmd_HeaderCopy() - draw_cmd.TextureId = _CmdHeader.TextureId; + draw_cmd.TexRef = _CmdHeader.TexRef; draw_cmd.VtxOffset = _CmdHeader.VtxOffset; draw_cmd.IdxOffset = IdxBuffer.Size; @@ -536,10 +553,10 @@ void ImDrawList::AddCallback(ImDrawCallback callback, void* userdata, size_t use AddDrawCmd(); // Force a new command after us (see comment below) } -// Compare ClipRect, TextureId and VtxOffset with a single memcmp() +// Compare ClipRect, TexRef and VtxOffset with a single memcmp() #define ImDrawCmd_HeaderSize (offsetof(ImDrawCmd, VtxOffset) + sizeof(unsigned int)) -#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TextureId, VtxOffset -#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TextureId, VtxOffset +#define ImDrawCmd_HeaderCompare(CMD_LHS, CMD_RHS) (memcmp(CMD_LHS, CMD_RHS, ImDrawCmd_HeaderSize)) // Compare ClipRect, TexRef, VtxOffset +#define ImDrawCmd_HeaderCopy(CMD_DST, CMD_SRC) (memcpy(CMD_DST, CMD_SRC, ImDrawCmd_HeaderSize)) // Copy ClipRect, TexRef, VtxOffset #define ImDrawCmd_AreSequentialIdxOffset(CMD_0, CMD_1) (CMD_0->IdxOffset + CMD_0->ElemCount == CMD_1->IdxOffset) // Try to merge two last draw commands @@ -579,17 +596,20 @@ void ImDrawList::_OnChangedClipRect() curr_cmd->ClipRect = _CmdHeader.ClipRect; } -void ImDrawList::_OnChangedTextureID() +void ImDrawList::_OnChangedTexture() { // If current command is used with different settings we need to add a new command IM_ASSERT_PARANOID(CmdBuffer.Size > 0); ImDrawCmd* curr_cmd = &CmdBuffer.Data[CmdBuffer.Size - 1]; - if (curr_cmd->ElemCount != 0 && curr_cmd->TextureId != _CmdHeader.TextureId) + if (curr_cmd->ElemCount != 0 && curr_cmd->TexRef != _CmdHeader.TexRef) { AddDrawCmd(); return; } - IM_ASSERT(curr_cmd->UserCallback == NULL); + + // Unlike other _OnChangedXXX functions this may be called by ImFontAtlasUpdateDrawListsTextures() in more locations so we need to handle this case. + if (curr_cmd->UserCallback != NULL) + return; // Try to merge with previous command if it matches, else use current command ImDrawCmd* prev_cmd = curr_cmd - 1; @@ -598,7 +618,7 @@ void ImDrawList::_OnChangedTextureID() CmdBuffer.pop_back(); return; } - curr_cmd->TextureId = _CmdHeader.TextureId; + curr_cmd->TexRef = _CmdHeader.TexRef; } void ImDrawList::_OnChangedVtxOffset() @@ -659,27 +679,29 @@ void ImDrawList::PopClipRect() _OnChangedClipRect(); } -void ImDrawList::PushTextureID(ImTextureID texture_id) +void ImDrawList::PushTexture(ImTextureRef tex_ref) { - _TextureIdStack.push_back(texture_id); - _CmdHeader.TextureId = texture_id; - _OnChangedTextureID(); + _TextureStack.push_back(tex_ref); + _CmdHeader.TexRef = tex_ref; + if (tex_ref._TexData != NULL) + IM_ASSERT(tex_ref._TexData->WantDestroyNextFrame == false); + _OnChangedTexture(); } -void ImDrawList::PopTextureID() +void ImDrawList::PopTexture() { - _TextureIdStack.pop_back(); - _CmdHeader.TextureId = (_TextureIdStack.Size == 0) ? (ImTextureID)NULL : _TextureIdStack.Data[_TextureIdStack.Size - 1]; - _OnChangedTextureID(); + _TextureStack.pop_back(); + _CmdHeader.TexRef = (_TextureStack.Size == 0) ? ImTextureRef() : _TextureStack.Data[_TextureStack.Size - 1]; + _OnChangedTexture(); } -// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTextureID()/PopTextureID(). -void ImDrawList::_SetTextureID(ImTextureID texture_id) +// This is used by ImGui::PushFont()/PopFont(). It works because we never use _TextureIdStack[] elsewhere than in PushTexture()/PopTexture(). +void ImDrawList::_SetTexture(ImTextureRef tex_ref) { - if (_CmdHeader.TextureId == texture_id) + if (_CmdHeader.TexRef == tex_ref) return; - _CmdHeader.TextureId = texture_id; - _OnChangedTextureID(); + _CmdHeader.TexRef = tex_ref; + _OnChangedTexture(); } // Reserve space for a number of vertices and indices. @@ -1692,8 +1714,6 @@ void ImDrawList::AddText(ImFont* font, float font_size, const ImVec2& pos, ImU32 if (font_size == 0.0f) font_size = _Data->FontSize; - IM_ASSERT(font->ContainerAtlas->TexID == _CmdHeader.TextureId); // Use high-level ImGui::PushFont() or low-level ImDrawList::PushTextureId() to change font. - ImVec4 clip_rect = _CmdHeader.ClipRect; if (cpu_fine_clip_rect) { @@ -1710,39 +1730,39 @@ void ImDrawList::AddText(const ImVec2& pos, ImU32 col, const char* text_begin, c AddText(_Data->Font, _Data->FontSize, pos, col, text_begin, text_end); } -void ImDrawList::AddImage(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) +void ImDrawList::AddImage(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); PrimReserve(6, 4); PrimRectUV(p_min, p_max, uv_min, uv_max, col); if (push_texture_id) - PopTextureID(); + PopTexture(); } -void ImDrawList::AddImageQuad(ImTextureID user_texture_id, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) +void ImDrawList::AddImageQuad(ImTextureRef tex_ref, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& uv1, const ImVec2& uv2, const ImVec2& uv3, const ImVec2& uv4, ImU32 col) { if ((col & IM_COL32_A_MASK) == 0) return; - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); PrimReserve(6, 4); PrimQuadUV(p1, p2, p3, p4, uv1, uv2, uv3, uv4, col); if (push_texture_id) - PopTextureID(); + PopTexture(); } -void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) +void ImDrawList::AddImageRounded(ImTextureRef tex_ref, const ImVec2& p_min, const ImVec2& p_max, const ImVec2& uv_min, const ImVec2& uv_max, ImU32 col, float rounding, ImDrawFlags flags) { if ((col & IM_COL32_A_MASK) == 0) return; @@ -1750,13 +1770,13 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi flags = FixRectCornerFlags(flags); if (rounding < 0.5f || (flags & ImDrawFlags_RoundCornersMask_) == ImDrawFlags_RoundCornersNone) { - AddImage(user_texture_id, p_min, p_max, uv_min, uv_max, col); + AddImage(tex_ref, p_min, p_max, uv_min, uv_max, col); return; } - const bool push_texture_id = user_texture_id != _CmdHeader.TextureId; + const bool push_texture_id = tex_ref != _CmdHeader.TexRef; if (push_texture_id) - PushTextureID(user_texture_id); + PushTexture(tex_ref); int vert_start_idx = VtxBuffer.Size; PathRect(p_min, p_max, rounding, flags); @@ -1765,7 +1785,7 @@ void ImDrawList::AddImageRounded(ImTextureID user_texture_id, const ImVec2& p_mi ImGui::ShadeVertsLinearUV(this, vert_start_idx, vert_end_idx, p_min, p_max, uv_min, uv_max, true); if (push_texture_id) - PopTextureID(); + PopTexture(); } //----------------------------------------------------------------------------- @@ -2193,7 +2213,7 @@ void ImDrawListSplitter::Merge(ImDrawList* draw_list) // If current command is used with different settings we need to add a new command ImDrawCmd* curr_cmd = &draw_list->CmdBuffer.Data[draw_list->CmdBuffer.Size - 1]; if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); @@ -2219,7 +2239,7 @@ void ImDrawListSplitter::SetCurrentChannel(ImDrawList* draw_list, int idx) if (curr_cmd == NULL) draw_list->AddDrawCmd(); else if (curr_cmd->ElemCount == 0) - ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TextureId, VtxOffset + ImDrawCmd_HeaderCopy(curr_cmd, &draw_list->_CmdHeader); // Copy ClipRect, TexRef, VtxOffset else if (ImDrawCmd_HeaderCompare(curr_cmd, &draw_list->_CmdHeader) != 0) draw_list->AddDrawCmd(); } @@ -2235,6 +2255,7 @@ void ImDrawData::Clear() CmdLists.resize(0); // The ImDrawList are NOT owned by ImDrawData but e.g. by ImGuiContext, so we don't clear them. DisplayPos = DisplaySize = FramebufferScale = ImVec2(0.0f, 0.0f); OwnerViewport = NULL; + Textures = NULL; } // Important: 'out_list' is generally going to be draw_data->CmdLists, but may be another temporary list @@ -2385,6 +2406,7 @@ void ImGui::ShadeVertsTransformPos(ImDrawList* draw_list, int vert_start_idx, in // [SECTION] ImFontConfig //----------------------------------------------------------------------------- +// FIXME-NEWATLAS: Oversample specification could be more dynamic. For now, favoring automatic selection. ImFontConfig::ImFontConfig() { memset(this, 0, sizeof(*this)); @@ -2398,39 +2420,154 @@ ImFontConfig::ImFontConfig() } //----------------------------------------------------------------------------- -// [SECTION] ImFontAtlas +// [SECTION] ImTextureData +//----------------------------------------------------------------------------- +// - ImTextureData::Create() +// - ImTextureData::DestroyPixels() +//----------------------------------------------------------------------------- + +int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return 1; + case ImTextureFormat_RGBA32: return 4; + } + IM_ASSERT(0); + return 0; +} + +const char* ImTextureDataGetStatusName(ImTextureStatus status) +{ + switch (status) + { + case ImTextureStatus_OK: return "OK"; + case ImTextureStatus_Destroyed: return "Destroyed"; + case ImTextureStatus_WantCreate: return "WantCreate"; + case ImTextureStatus_WantUpdates: return "WantUpdates"; + case ImTextureStatus_WantDestroy: return "WantDestroy"; + } + return "N/A"; +} + +const char* ImTextureDataGetFormatName(ImTextureFormat format) +{ + switch (format) + { + case ImTextureFormat_Alpha8: return "Alpha8"; + case ImTextureFormat_RGBA32: return "RGBA32"; + } + return "N/A"; +} + +void ImTextureData::Create(ImTextureFormat format, int w, int h) +{ + DestroyPixels(); + Format = format; + Width = w; + Height = h; + BytesPerPixel = ImTextureDataGetFormatBytesPerPixel(format); + UseColors = false; + Pixels = (unsigned char*)IM_ALLOC(Width * Height * BytesPerPixel); + IM_ASSERT(Pixels != NULL); + memset(Pixels, 0, Width * Height * BytesPerPixel); + UsedRect.x = UsedRect.y = UsedRect.w = UsedRect.h = 0; + UpdateRect.x = UpdateRect.y = (unsigned short)~0; + UpdateRect.w = UpdateRect.h = 0; +} + +void ImTextureData::DestroyPixels() +{ + if (Pixels) + IM_FREE(Pixels); + Pixels = NULL; + UseColors = false; +} + +//----------------------------------------------------------------------------- +// [SECTION] ImFontAtlas, ImFontAtlasBuilder //----------------------------------------------------------------------------- // - Default texture data encoded in ASCII +// - ImFontAtlas() +// - ImFontAtlas::Clear() +// - ImFontAtlas::CompactCache() // - ImFontAtlas::ClearInputData() // - ImFontAtlas::ClearTexData() // - ImFontAtlas::ClearFonts() -// - ImFontAtlas::Clear() -// - ImFontAtlas::GetTexDataAsAlpha8() -// - ImFontAtlas::GetTexDataAsRGBA32() +//----------------------------------------------------------------------------- +// - ImFontAtlasUpdateNewFrame() +// - ImFontAtlasTextureBlockConvert() +// - ImFontAtlasTextureBlockPostProcess() +// - ImFontAtlasTextureBlockPostProcessMultiply() +// - ImFontAtlasTextureBlockFill() +// - ImFontAtlasTextureBlockCopy() +// - ImFontAtlasTextureBlockQueueUpload() +//----------------------------------------------------------------------------- +// - ImFontAtlas::GetTexDataAsAlpha8() [legacy] +// - ImFontAtlas::GetTexDataAsRGBA32() [legacy] +// - ImFontAtlas::Build() [legacy] +//----------------------------------------------------------------------------- // - ImFontAtlas::AddFont() // - ImFontAtlas::AddFontDefault() // - ImFontAtlas::AddFontFromFileTTF() // - ImFontAtlas::AddFontFromMemoryTTF() // - ImFontAtlas::AddFontFromMemoryCompressedTTF() // - ImFontAtlas::AddFontFromMemoryCompressedBase85TTF() -// - ImFontAtlas::AddCustomRectRegular() -// - ImFontAtlas::AddCustomRectFontGlyph() -// - ImFontAtlas::CalcCustomRectUV() +// - ImFontAtlas::RemoveFont() +// - ImFontAtlasBuildNotifySetFont() +//----------------------------------------------------------------------------- +// - ImFontAtlas::AddCustomRect() +// - ImFontAtlas::RemoveCustomRect() +// - ImFontAtlas::GetCustomRect() +// - ImFontAtlas::AddCustomRectFontGlyph() [legacy] +// - ImFontAtlas::AddCustomRectFontGlyphForSize() [legacy] // - ImFontAtlasGetMouseCursorTexData() -// - ImFontAtlas::Build() -// - ImFontAtlasBuildMultiplyCalcLookupTable() -// - ImFontAtlasBuildMultiplyRectAlpha8() -// - ImFontAtlasBuildWithStbTruetype() -// - ImFontAtlasGetBuilderForStbTruetype() -// - ImFontAtlasUpdateSourcesPointers() -// - ImFontAtlasBuildSetupFont() -// - ImFontAtlasBuildPackCustomRects() -// - ImFontAtlasBuildRender8bppRectFromString() -// - ImFontAtlasBuildRender32bppRectFromString() -// - ImFontAtlasBuildRenderDefaultTexData() -// - ImFontAtlasBuildRenderLinesTexData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildMain() +// - ImFontAtlasBuildSetupFontLoader() +// - ImFontAtlasBuildPreloadAllGlyphRanges() +// - ImFontAtlasBuildUpdatePointers() +// - ImFontAtlasBuildRenderBitmapFromString() +// - ImFontAtlasBuildUpdateBasicTexData() +// - ImFontAtlasBuildUpdateLinesTexData() +// - ImFontAtlasBuildAddFont() +// - ImFontAtlasBuildSetupFontBakedEllipsis() +// - ImFontAtlasBuildSetupFontBakedBlanks() +// - ImFontAtlasBuildSetupFontBakedFallback() +// - ImFontAtlasBuildSetupFontSpecialGlyphs() +// - ImFontAtlasBuildDiscardBakes() +// - ImFontAtlasBuildDiscardFontBakedGlyph() +// - ImFontAtlasBuildDiscardFontBaked() +// - ImFontAtlasBuildDiscardFontBakes() +//----------------------------------------------------------------------------- +// - ImFontAtlasAddDrawListSharedData() +// - ImFontAtlasRemoveDrawListSharedData() +// - ImFontAtlasUpdateDrawListsTextures() +// - ImFontAtlasUpdateDrawListsSharedData() +//----------------------------------------------------------------------------- +// - ImFontAtlasBuildSetTexture() +// - ImFontAtlasBuildAddTexture() +// - ImFontAtlasBuildMakeSpace() +// - ImFontAtlasBuildRepackTexture() +// - ImFontAtlasBuildGrowTexture() +// - ImFontAtlasBuildRepackOrGrowTexture() +// - ImFontAtlasBuildGetTextureSizeEstimate() +// - ImFontAtlasBuildCompactTexture() // - ImFontAtlasBuildInit() -// - ImFontAtlasBuildFinish() +// - ImFontAtlasBuildDestroy() +//----------------------------------------------------------------------------- +// - ImFontAtlasPackInit() +// - ImFontAtlasPackAllocRectEntry() +// - ImFontAtlasPackReuseRectEntry() +// - ImFontAtlasPackDiscardRect() +// - ImFontAtlasPackAddRect() +// - ImFontAtlasPackGetRect() +//----------------------------------------------------------------------------- +// - ImFontBaked_BuildGrowIndex() +// - ImFontBaked_BuildLoadGlyph() +// - ImFontAtlasDebugLogTextureRequests() +//----------------------------------------------------------------------------- +// - ImFontAtlasGetFontLoaderForStbTruetype() //----------------------------------------------------------------------------- // A work of art lies ahead! (. = white layer, X = black layer, others are blank) @@ -2485,143 +2622,454 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_COUNT][3 { ImVec2(109,0),ImVec2(13,15), ImVec2( 6, 7) }, // ImGuiMouseCursor_NotAllowed }; +#define IM_FONTGLYPH_INDEX_UNUSED ((ImU16)-1) // 0xFFFF +#define IM_FONTGLYPH_INDEX_NOT_FOUND ((ImU16)-2) // 0xFFFE + ImFontAtlas::ImFontAtlas() { memset(this, 0, sizeof(*this)); + TexDesiredFormat = ImTextureFormat_RGBA32; TexGlyphPadding = 1; - PackIdMouseCursors = PackIdLines = -1; + TexMinWidth = 512; + TexMinHeight = 128; + TexMaxWidth = 8192; + TexMaxHeight = 8192; + RendererHasTextures = false; // Assumed false by default, as apps can call e.g Atlas::Build() after backend init and before ImGui can update. + TexNextUniqueID = 1; + FontNextUniqueID = 1; + Builder = NULL; } ImFontAtlas::~ImFontAtlas() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - Clear(); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + TexList.clear_delete(); + TexData = NULL; } -void ImFontAtlas::ClearInputData() +void ImFontAtlas::Clear() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - for (ImFontConfig& font_cfg : Sources) - if (font_cfg.FontData && font_cfg.FontDataOwnedByAtlas) - { - IM_FREE(font_cfg.FontData); - font_cfg.FontData = NULL; - } + bool backup_renderer_has_textures = RendererHasTextures; + RendererHasTextures = false; // Full Clear() is supported, but ClearTexData() only isn't. + ClearFonts(); + ClearTexData(); + RendererHasTextures = backup_renderer_has_textures; +} + +void ImFontAtlas::CompactCache() +{ + ImFontAtlasTextureCompact(this); +} + +void ImFontAtlas::ClearInputData() +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); - // When clearing this we lose access to the font name and other information used to build the font. for (ImFont* font : Fonts) - if (font->Sources >= Sources.Data && font->Sources < Sources.Data + Sources.Size) - { - font->Sources = NULL; - font->SourcesCount = 0; - } + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig& font_cfg : Sources) + ImFontAtlasFontDestroySourceData(this, &font_cfg); + for (ImFont* font : Fonts) + { + // When clearing this we lose access to the font name and other information used to build the font. + font->Sources.clear(); + font->Flags |= ImFontFlags_NoLoadGlyphs; + } Sources.clear(); - CustomRects.clear(); - PackIdMouseCursors = PackIdLines = -1; - // Important: we leave TexReady untouched } -void ImFontAtlas::ClearTexData() +// Clear CPU-side copy of the texture data. +void ImFontAtlas::ClearTexData() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - if (TexPixelsAlpha8) - IM_FREE(TexPixelsAlpha8); - if (TexPixelsRGBA32) - IM_FREE(TexPixelsRGBA32); - TexPixelsAlpha8 = NULL; - TexPixelsRGBA32 = NULL; - TexPixelsUseColors = false; - // Important: we leave TexReady untouched + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT(RendererHasTextures == false && "Not supported for dynamic atlases, but you may call Clear()."); + for (ImTextureData* tex : TexList) + tex->DestroyPixels(); + //Locked = true; // Hoped to be able to lock this down but some reload patterns may not be happy with it. } -void ImFontAtlas::ClearFonts() +void ImFontAtlas::ClearFonts() { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + // FIXME-NEWATLAS: Illegal to remove currently bound font. + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + ImFontAtlasBuildDestroy(this); ClearInputData(); Fonts.clear_delete(); - TexReady = false; -} - -void ImFontAtlas::Clear() -{ - ClearInputData(); - ClearTexData(); - ClearFonts(); -} - -void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) -{ - // Build atlas on demand - if (TexPixelsAlpha8 == NULL) - Build(); - - *out_pixels = TexPixelsAlpha8; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 1; -} - -void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) -{ - // Convert to RGBA32 format on demand - // Although it is likely to be the most commonly used format, our font rendering is 1 channel / 8 bpp - if (!TexPixelsRGBA32) + TexIsBuilt = false; + for (ImDrawListSharedData* shared_data : DrawListSharedDatas) { - unsigned char* pixels = NULL; - GetTexDataAsAlpha8(&pixels, NULL, NULL); - if (pixels) + shared_data->Font = NULL; + shared_data->FontScale = shared_data->FontSize = 0.0f; + } +} + +static void ImFontAtlasBuildUpdateRendererHasTexturesFromContext(ImFontAtlas* atlas) +{ + // [LEGACY] Copy back the ImGuiBackendFlags_RendererHasTextures flag from ImGui context. + // - This is the 1% exceptional case where that dependency if useful, to bypass an issue where otherwise at the + // time of an early call to Build(), it would be impossible for us to tell if the backend supports texture update. + // - Without this hack, we would have quite a pitfall as many legacy codebases have an early call to Build(). + // Whereas conversely, the portion of people using ImDrawList without ImGui is expected to be pathologically rare. + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + if (ImGuiContext* imgui_ctx = shared_data->Context) { - TexPixelsRGBA32 = (unsigned int*)IM_ALLOC((size_t)TexWidth * (size_t)TexHeight * 4); - const unsigned char* src = pixels; - unsigned int* dst = TexPixelsRGBA32; - for (int n = TexWidth * TexHeight; n > 0; n--) - *dst++ = IM_COL32(255, 255, 255, (unsigned int)(*src++)); + atlas->RendererHasTextures = (imgui_ctx->IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) != 0; + break; + } +} + +// Called by NewFrame() for atlases owned by a context. +// If you manually manage font atlases, you'll need to call this yourself + ensure atlas->RendererHasTextures is set. +// 'frame_count' needs to be provided because we can gc/prioritize baked fonts based on their age. +// 'frame_count' may not match those of imgui contexts using this atlas, as contexts may be updated as different frequencies. +void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count) +{ + IM_ASSERT(atlas->Builder == NULL || atlas->Builder->FrameCount < frame_count); // Protection against being called twice? + + // Check that font atlas was built or backend support texture reload in which case we can build now + if (atlas->RendererHasTextures) + { + atlas->TexIsBuilt = true; + if (atlas->Builder == NULL) // This will only happen if fonts were not already loaded. + ImFontAtlasBuildMain(atlas); + } + else // Legacy backend + { + IM_ASSERT_USER_ERROR(atlas->TexIsBuilt, "Backend does not support ImGuiBackendFlags_RendererHasTextures, and font atlas is not built! Update backend OR make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()."); + } + if (atlas->TexIsBuilt && atlas->Builder->PreloadedAllGlyphsRanges) + IM_ASSERT_USER_ERROR(atlas->RendererHasTextures == false, "Called ImFontAtlas::Build() before ImGuiBackendFlags_RendererHasTextures got set! With new backends: you don't need to call Build()."); + + // Clear BakedCurrent cache, this is important because it ensure the uncached path gets taken once. + // We also rely on ImFontBaked* pointers never crossing frames. + ImFontAtlasBuilder* builder = atlas->Builder; + builder->FrameCount = frame_count; + for (ImFont* font : atlas->Fonts) + font->LastBaked = NULL; + + // Garbage collect BakedPool + if (builder->BakedDiscardedCount > 0) + { + int dst_n = 0, src_n = 0; + for (; src_n < builder->BakedPool.Size; src_n++) + { + ImFontBaked* p_src = &builder->BakedPool[src_n]; + if (p_src->WantDestroy) + continue; + ImFontBaked* p_dst = &builder->BakedPool[dst_n++]; + if (p_dst == p_src) + continue; + memcpy(p_dst, p_src, sizeof(ImFontBaked)); + builder->BakedMap.SetVoidPtr(p_dst->BakedId, p_dst); + } + IM_ASSERT(dst_n + builder->BakedDiscardedCount == src_n); + builder->BakedPool.Size -= builder->BakedDiscardedCount; + builder->BakedDiscardedCount = 0; + } + + // Update texture status + for (int tex_n = 0; tex_n < atlas->TexList.Size; tex_n++) + { + ImTextureData* tex = atlas->TexList[tex_n]; + bool remove_from_list = false; + if (tex->Status == ImTextureStatus_OK) + { + tex->Updates.resize(0); + tex->UpdateRect.x = tex->UpdateRect.y = (unsigned short)~0; + tex->UpdateRect.w = tex->UpdateRect.h = 0; + } + if (tex->Status == ImTextureStatus_WantCreate && atlas->RendererHasTextures) + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture's TexID/BackendUserData but did not update Status to OK."); + + if (tex->Status == ImTextureStatus_Destroyed) + { + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL && "Backend set texture Status to Destroyed but did not clear TexID/BackendUserData!"); + if (tex->WantDestroyNextFrame) + remove_from_list = true; // Destroy was scheduled by us + else + tex->Status = ImTextureStatus_WantCreate; // Destroy was done was backend (e.g. freed resources mid-run) + } + else if (tex->WantDestroyNextFrame && tex->Status != ImTextureStatus_WantDestroy) + { + // Request destroy. Keep bool as it allows us to keep track of things. + // We don't destroy pixels right away, as backend may have an in-flight copy from RAM. + IM_ASSERT(tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates); + tex->Status = ImTextureStatus_WantDestroy; + } + + // The backend may need defer destroying by a few frames, to handle texture used by previous in-flight rendering. + // We allow the texture staying in _WantDestroy state and increment a counter which the backend can use to take its decision. + if (tex->Status == ImTextureStatus_WantDestroy) + tex->UnusedFrames++; + + // If a texture has never reached the backend, they don't need to know about it. + if (tex->Status == ImTextureStatus_WantDestroy && tex->TexID == ImTextureID_Invalid && tex->BackendUserData == NULL) + remove_from_list = true; + + // Destroy and remove + if (remove_from_list) + { + tex->DestroyPixels(); + IM_DELETE(tex); + atlas->TexList.erase(atlas->TexList.begin() + tex_n); + tex_n--; } } - - *out_pixels = (unsigned char*)TexPixelsRGBA32; - if (out_width) *out_width = TexWidth; - if (out_height) *out_height = TexHeight; - if (out_bytes_per_pixel) *out_bytes_per_pixel = 4; } -ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg) +void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); - IM_ASSERT(font_cfg->FontData != NULL && font_cfg->FontDataSize > 0); - IM_ASSERT(font_cfg->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); - IM_ASSERT(font_cfg->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(src_pixels != NULL && dst_pixels != NULL); + if (src_fmt == dst_fmt) + { + int line_sz = w * ImTextureDataGetFormatBytesPerPixel(src_fmt); + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + memcpy(dst_pixels, src_pixels, line_sz); + } + else if (src_fmt == ImTextureFormat_Alpha8 && dst_fmt == ImTextureFormat_RGBA32) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU8* src_p = (const ImU8*)src_pixels; + ImU32* dst_p = (ImU32*)(void*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = IM_COL32(255, 255, 255, (unsigned int)(*src_p++)); + } + } + else if (src_fmt == ImTextureFormat_RGBA32 && dst_fmt == ImTextureFormat_Alpha8) + { + for (int ny = h; ny > 0; ny--, src_pixels += src_pitch, dst_pixels += dst_pitch) + { + const ImU32* src_p = (const ImU32*)(void*)src_pixels; + ImU8* dst_p = (ImU8*)dst_pixels; + for (int nx = w; nx > 0; nx--) + *dst_p++ = ((*src_p++) >> IM_COL32_A_SHIFT) & 0xFF; + } + } + else + { + IM_ASSERT(0); + } +} + +// Source buffer may be written to (used for in-place mods). +// Post-process hooks may eventually be added here. +void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data) +{ + // Multiply operator (legacy) + if (data->FontSrc->RasterizerMultiply != 1.0f) + ImFontAtlasTextureBlockPostProcessMultiply(data, data->FontSrc->RasterizerMultiply); +} + +void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor) +{ + unsigned char* pixels = data->Pixels; + int pitch = data->Pitch; + if (data->Format == ImTextureFormat_Alpha8) + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU8* p = (ImU8*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int v = ImMin((unsigned int)(*p * multiply_factor), (unsigned int)255); + *p = (unsigned char)v; + } + } + } + else if (data->Format == ImTextureFormat_RGBA32) + { + for (int ny = data->Height; ny > 0; ny--, pixels += pitch) + { + ImU32* p = (ImU32*)(void*)pixels; + for (int nx = data->Width; nx > 0; nx--, p++) + { + unsigned int a = ImMin((unsigned int)(((*p >> IM_COL32_A_SHIFT) & 0xFF) * multiply_factor), (unsigned int)255); + *p = IM_COL32((*p >> IM_COL32_R_SHIFT) & 0xFF, (*p >> IM_COL32_G_SHIFT) & 0xFF, (*p >> IM_COL32_B_SHIFT) & 0xFF, a); + } + } + } + else + { + IM_ASSERT(0); + } +} + +// Fill with single color. We don't use this directly but it is convenient for anyone working on uploading custom rects. +void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col) +{ + if (dst_tex->Format == ImTextureFormat_Alpha8) + { + ImU8 col_a = (col >> IM_COL32_A_SHIFT) & 0xFF; + for (int y = 0; y < h; y++) + memset((ImU8*)dst_tex->GetPixelsAt(dst_x, dst_y + y), col_a, w); + } + else + { + for (int y = 0; y < h; y++) + { + ImU32* p = (ImU32*)(void*)dst_tex->GetPixelsAt(dst_x, dst_y + y); + for (int x = w; x > 0; x--, p++) + *p = col; + } + } +} + +// Copy block from one texture to another +void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h) +{ + IM_ASSERT(src_tex->Pixels != NULL && dst_tex->Pixels != NULL); + IM_ASSERT(src_tex->Format == dst_tex->Format); + IM_ASSERT(src_x >= 0 && src_x + w <= src_tex->Width); + IM_ASSERT(src_y >= 0 && src_y + h <= src_tex->Height); + IM_ASSERT(dst_x >= 0 && dst_x + w <= dst_tex->Width); + IM_ASSERT(dst_y >= 0 && dst_y + h <= dst_tex->Height); + for (int y = 0; y < h; y++) + memcpy(dst_tex->GetPixelsAt(dst_x, dst_y + y), src_tex->GetPixelsAt(src_x, src_y + y), w * dst_tex->BytesPerPixel); +} + +// Queue texture block update for renderer backend +void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h) +{ + IM_ASSERT(tex->Status != ImTextureStatus_WantDestroy && tex->Status != ImTextureStatus_Destroyed); + IM_ASSERT(x >= 0 && x <= 0xFFFF && y >= 0 && y <= 0xFFFF && w >= 0 && x + w <= 0x10000 && h >= 0 && y + h <= 0x10000); + IM_UNUSED(atlas); + + ImTextureRect req = { (unsigned short)x, (unsigned short)y, (unsigned short)w, (unsigned short)h }; + int new_x1 = ImMax(tex->UpdateRect.w == 0 ? 0 : tex->UpdateRect.x + tex->UpdateRect.w, req.x + req.w); + int new_y1 = ImMax(tex->UpdateRect.h == 0 ? 0 : tex->UpdateRect.y + tex->UpdateRect.h, req.y + req.h); + tex->UpdateRect.x = ImMin(tex->UpdateRect.x, req.x); + tex->UpdateRect.y = ImMin(tex->UpdateRect.y, req.y); + tex->UpdateRect.w = (unsigned short)(new_x1 - tex->UpdateRect.x); + tex->UpdateRect.h = (unsigned short)(new_y1 - tex->UpdateRect.y); + tex->UsedRect.x = ImMin(tex->UsedRect.x, req.x); + tex->UsedRect.y = ImMin(tex->UsedRect.y, req.y); + tex->UsedRect.w = (unsigned short)(ImMax(tex->UsedRect.x + tex->UsedRect.w, req.x + req.w) - tex->UsedRect.x); + tex->UsedRect.h = (unsigned short)(ImMax(tex->UsedRect.y + tex->UsedRect.h, req.y + req.h) - tex->UsedRect.y); + atlas->TexIsBuilt = false; + + // No need to queue if status is _WantCreate + if (tex->Status == ImTextureStatus_OK || tex->Status == ImTextureStatus_WantUpdates) + { + tex->Status = ImTextureStatus_WantUpdates; + tex->Updates.push_back(req); + } +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static void GetTexDataAsFormat(ImFontAtlas* atlas, ImTextureFormat format, unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + ImTextureData* tex = atlas->TexData; + if (!atlas->TexIsBuilt || tex == NULL || tex->Pixels == NULL || atlas->TexDesiredFormat != format) + { + atlas->TexDesiredFormat = format; + atlas->Build(); + tex = atlas->TexData; + } + if (out_pixels) { *out_pixels = (unsigned char*)tex->Pixels; }; + if (out_width) { *out_width = tex->Width; }; + if (out_height) { *out_height = tex->Height; }; + if (out_bytes_per_pixel) { *out_bytes_per_pixel = tex->BytesPerPixel; } +} + +void ImFontAtlas::GetTexDataAsAlpha8(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_Alpha8, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +void ImFontAtlas::GetTexDataAsRGBA32(unsigned char** out_pixels, int* out_width, int* out_height, int* out_bytes_per_pixel) +{ + GetTexDataAsFormat(this, ImTextureFormat_RGBA32, out_pixels, out_width, out_height, out_bytes_per_pixel); +} + +bool ImFontAtlas::Build() +{ + ImFontAtlasBuildMain(this); + return true; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +ImFont* ImFontAtlas::AddFont(const ImFontConfig* font_cfg_in) +{ + // Sanity Checks + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + IM_ASSERT((font_cfg_in->FontData != NULL && font_cfg_in->FontDataSize > 0) || (font_cfg_in->FontLoader != NULL)); + //IM_ASSERT(font_cfg_in->SizePixels > 0.0f && "Is ImFontConfig struct correctly initialized?"); + IM_ASSERT(font_cfg_in->RasterizerDensity > 0.0f && "Is ImFontConfig struct correctly initialized?"); + if (font_cfg_in->GlyphOffset.x != 0.0f || font_cfg_in->GlyphOffset.y != 0.0f || font_cfg_in->GlyphMinAdvanceX != 0.0f || font_cfg_in->GlyphMaxAdvanceX != FLT_MAX) + IM_ASSERT(font_cfg_in->SizePixels != 0.0f && "Specifying glyph offset/advances requires a reference size to base it on."); + + // Lazily create builder on the first call to AddFont + if (Builder == NULL) + ImFontAtlasBuildInit(this); // Create new font - if (!font_cfg->MergeMode) - Fonts.push_back(IM_NEW(ImFont)); - else - IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. - - Sources.push_back(*font_cfg); - ImFontConfig& new_font_cfg = Sources.back(); - if (new_font_cfg.DstFont == NULL) - new_font_cfg.DstFont = Fonts.back(); - if (!new_font_cfg.FontDataOwnedByAtlas) + ImFont* font; + if (!font_cfg_in->MergeMode) { - new_font_cfg.FontData = IM_ALLOC(new_font_cfg.FontDataSize); - new_font_cfg.FontDataOwnedByAtlas = true; - memcpy(new_font_cfg.FontData, font_cfg->FontData, (size_t)new_font_cfg.FontDataSize); + font = IM_NEW(ImFont)(); + font->FontId = FontNextUniqueID++; + font->Flags = font_cfg_in->Flags; + font->LegacySize = font_cfg_in->SizePixels; + font->CurrentRasterizerDensity = font_cfg_in->RasterizerDensity; + Fonts.push_back(font); + } + else + { + IM_ASSERT(Fonts.Size > 0 && "Cannot use MergeMode for the first font"); // When using MergeMode make sure that a font has already been added before. You can use ImGui::GetIO().Fonts->AddFontDefault() to add the default imgui font. + font = Fonts.back(); } - // Round font size - // - We started rounding in 1.90 WIP (18991) as our layout system currently doesn't support non-rounded font size well yet. - // - Note that using io.FontGlobalScale or SetWindowFontScale(), with are legacy-ish, partially supported features, can still lead to unrounded sizes. - // - We may support it better later and remove this rounding. - new_font_cfg.SizePixels = ImTrunc(new_font_cfg.SizePixels); + // Add to list + Sources.push_back(*font_cfg_in); + ImFontConfig* font_cfg = &Sources.back(); + if (font_cfg->DstFont == NULL) + font_cfg->DstFont = font; + font->Sources.push_back(font_cfg); + ImFontAtlasBuildUpdatePointers(this); // Pointers to Sources are otherwise dangling after we called Sources.push_back(). - // Pointers to Sources data are otherwise dangling - ImFontAtlasUpdateSourcesPointers(this); + if (font_cfg->FontDataOwnedByAtlas == false) + { + font_cfg->FontDataOwnedByAtlas = true; + font_cfg->FontData = ImMemdup(font_cfg->FontData, (size_t)font_cfg->FontDataSize); + } - // Invalidate texture - TexReady = false; - ClearTexData(); - return new_font_cfg.DstFont; + // Sanity check + // We don't round cfg.SizePixels yet as relative size of merged fonts are used afterwards. + if (font_cfg->GlyphExcludeRanges != NULL) + { + int size = 0; + for (const ImWchar* p = font_cfg->GlyphExcludeRanges; p[0] != 0; p++, size++) {} + IM_ASSERT((size & 1) == 0 && "GlyphExcludeRanges[] size must be multiple of two!"); + IM_ASSERT((size <= 64) && "GlyphExcludeRanges[] size must be small!"); + font_cfg->GlyphExcludeRanges = (ImWchar*)ImMemdup(font_cfg->GlyphExcludeRanges, sizeof(font_cfg->GlyphExcludeRanges[0]) * (size + 1)); + } + if (font_cfg->FontLoader != NULL) + { + IM_ASSERT(font_cfg->FontLoader->FontBakedLoadGlyph != NULL); + IM_ASSERT(font_cfg->FontLoader->LoaderInit == NULL && font_cfg->FontLoader->LoaderShutdown == NULL); // FIXME-NEWATLAS: Unsupported yet. + } + IM_ASSERT(font_cfg->FontLoaderData == NULL); + + if (!ImFontAtlasFontSourceInit(this, font_cfg)) + { + // Rollback (this is a fragile/rarely exercised code-path. TestSuite's "misc_atlas_add_invalid_font" aim to test this) + ImFontAtlasFontDestroySourceData(this, font_cfg); + Sources.pop_back(); + font->Sources.pop_back(); + if (!font_cfg->MergeMode) + { + IM_DELETE(font); + Fonts.pop_back(); + } + return NULL; + } + ImFontAtlasFontSourceAddToFont(this, font, font_cfg); + + return font; } // Default font TTF is compressed with stb_compress then base85 encoded (see misc/fonts/binary_to_compressed_c.cpp for encoder) @@ -2655,7 +3103,7 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) if (font_cfg.SizePixels <= 0.0f) font_cfg.SizePixels = 13.0f * 1.0f; if (font_cfg.Name[0] == '\0') - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf, %dpx", (int)font_cfg.SizePixels); + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "ProggyClean.ttf"); font_cfg.EllipsisChar = (ImWchar)0x0085; font_cfg.GlyphOffset.y = 1.0f * IM_TRUNC(font_cfg.SizePixels / 13.0f); // Add +1 offset per 13 units @@ -2673,12 +3121,16 @@ ImFont* ImFontAtlas::AddFontDefault(const ImFontConfig* font_cfg_template) ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); size_t data_size = 0; void* data = ImFileLoadToMemory(filename, "rb", &data_size, 0); if (!data) { - IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + if (font_cfg_template == NULL || (font_cfg_template->Flags & ImFontFlags_NoLoadError) == 0) + { + IMGUI_DEBUG_LOG("While loading '%s'\n", filename); + IM_ASSERT_USER_ERROR(0, "Could not load font file!"); + } return NULL; } ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); @@ -2687,7 +3139,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, // Store a short copy of filename into into the font name for convenience const char* p; for (p = filename + ImStrlen(filename); p > filename && p[-1] != '/' && p[-1] != '\\'; p--) {} - ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s, %.0fpx", p, size_pixels); + ImFormatString(font_cfg.Name, IM_ARRAYSIZE(font_cfg.Name), "%s", p); } return AddFontFromMemoryTTF(data, (int)data_size, size_pixels, &font_cfg, glyph_ranges); } @@ -2695,7 +3147,7 @@ ImFont* ImFontAtlas::AddFontFromFileTTF(const char* filename, float size_pixels, // NB: Transfer ownership of 'ttf_data' to ImFontAtlas, unless font_cfg_template->FontDataOwnedByAtlas == false. Owned TTF buffer will be deleted after Build(). ImFont* ImFontAtlas::AddFontFromMemoryTTF(void* font_data, int font_data_size, float size_pixels, const ImFontConfig* font_cfg_template, const ImWchar* glyph_ranges) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); ImFontConfig font_cfg = font_cfg_template ? *font_cfg_template : ImFontConfig(); IM_ASSERT(font_cfg.FontData == NULL); IM_ASSERT(font_data_size > 100 && "Incorrect value for font_data_size!"); // Heuristic to prevent accidentally passing a wrong value to font_data_size. @@ -2729,43 +3181,156 @@ ImFont* ImFontAtlas::AddFontFromMemoryCompressedBase85TTF(const char* compressed return font; } -int ImFontAtlas::AddCustomRectRegular(int width, int height) +// On font removal we need to remove references (otherwise we could queue removal?) +// We allow old_font == new_font which forces updating all values (e.g. sizes) +static void ImFontAtlasBuildNotifySetFont(ImFontAtlas* atlas, ImFont* old_font, ImFont* new_font) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + if (shared_data->Font == old_font) + shared_data->Font = new_font; + if (ImGuiContext* ctx = shared_data->Context) + { + if (ctx->IO.FontDefault == old_font) + ctx->IO.FontDefault = new_font; + if (ctx->Font == old_font) + { + ImGuiContext* curr_ctx = ImGui::GetCurrentContext(); + bool need_bind_ctx = ctx != curr_ctx; + if (need_bind_ctx) + ImGui::SetCurrentContext(ctx); + ImGui::SetCurrentFont(new_font, ctx->FontSizeBase, ctx->FontSize); + if (need_bind_ctx) + ImGui::SetCurrentContext(curr_ctx); + } + for (ImFontStackData& font_stack_data : ctx->FontStack) + if (font_stack_data.Font == old_font) + font_stack_data.Font = new_font; + } + } +} + +void ImFontAtlas::RemoveFont(ImFont* font) +{ + IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas!"); + font->ClearOutputData(); + + ImFontAtlasFontDestroyOutput(this, font); + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontDestroySourceData(this, src); + for (int src_n = 0; src_n < Sources.Size; src_n++) + if (Sources[src_n].DstFont == font) + Sources.erase(&Sources[src_n--]); + + bool removed = Fonts.find_erase(font); + IM_ASSERT(removed); + IM_UNUSED(removed); + + ImFontAtlasBuildUpdatePointers(this); + + font->ContainerAtlas = NULL; + IM_DELETE(font); + + // Notify external systems + ImFont* new_current_font = Fonts.empty() ? NULL : Fonts[0]; + ImFontAtlasBuildNotifySetFont(this, font, new_current_font); +} + +// At it is common to do an AddCustomRect() followed by a GetCustomRect(), we provide an optional 'ImFontAtlasRect* out_r = NULL' argument to retrieve the info straight away. +ImFontAtlasRectId ImFontAtlas::AddCustomRect(int width, int height, ImFontAtlasRect* out_r) { IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index + + if (Builder == NULL) + ImFontAtlasBuildInit(this); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + if (out_r != NULL) + GetCustomRect(r_id, out_r); + + if (RendererHasTextures) + { + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + } + return r_id; } -int ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar id, int width, int height, float advance_x, const ImVec2& offset) +void ImFontAtlas::RemoveCustomRect(ImFontAtlasRectId id) +{ + if (ImFontAtlasPackGetRectSafe(this, id) == NULL) + return; + ImFontAtlasPackDiscardRect(this, id); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// This API does not make sense anymore with scalable fonts. +// - Prefer adding a font source (ImFontConfig) using a custom/procedural loader. +// - You may use ImFontFlags_LockBakedSizes to limit an existing font to known baked sizes: +// ImFont* myfont = io.Fonts->AddFontFromFileTTF(....); +// myfont->GetFontBaked(16.0f); +// myfont->Flags |= ImFontFlags_LockBakedSizes; +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyph(ImFont* font, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) +{ + float font_size = font->LegacySize; + return AddCustomRectFontGlyphForSize(font, font_size, codepoint, width, height, advance_x, offset); +} +// FIXME: we automatically set glyph.Colored=true by default. +// If you need to alter this, you can write 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph(). +ImFontAtlasRectId ImFontAtlas::AddCustomRectFontGlyphForSize(ImFont* font, float font_size, ImWchar codepoint, int width, int height, float advance_x, const ImVec2& offset) { #ifdef IMGUI_USE_WCHAR32 - IM_ASSERT(id <= IM_UNICODE_CODEPOINT_MAX); + IM_ASSERT(codepoint <= IM_UNICODE_CODEPOINT_MAX); #endif IM_ASSERT(font != NULL); IM_ASSERT(width > 0 && width <= 0xFFFF); IM_ASSERT(height > 0 && height <= 0xFFFF); - ImFontAtlasCustomRect r; - r.Width = (unsigned short)width; - r.Height = (unsigned short)height; - r.GlyphID = id; - r.GlyphColored = 0; // Set to 1 manually to mark glyph as colored // FIXME: No official API for that (#8133) - r.GlyphAdvanceX = advance_x; - r.GlyphOffset = offset; - r.Font = font; - CustomRects.push_back(r); - return CustomRects.Size - 1; // Return index -} -void ImFontAtlas::CalcCustomRectUV(const ImFontAtlasCustomRect* rect, ImVec2* out_uv_min, ImVec2* out_uv_max) const + ImFontBaked* baked = font->GetFontBaked(font_size); + + ImFontAtlasRectId r_id = ImFontAtlasPackAddRect(this, width, height); + if (r_id == ImFontAtlasRectId_Invalid) + return ImFontAtlasRectId_Invalid; + ImTextureRect* r = ImFontAtlasPackGetRect(this, r_id); + if (RendererHasTextures) + ImFontAtlasTextureBlockQueueUpload(this, TexData, r->x, r->y, r->w, r->h); + + if (baked->IsGlyphLoaded(codepoint)) + ImFontAtlasBakedDiscardFontGlyph(this, font, baked, baked->FindGlyph(codepoint)); + + ImFontGlyph glyph; + glyph.Codepoint = codepoint; + glyph.AdvanceX = advance_x; + glyph.X0 = offset.x; + glyph.Y0 = offset.y; + glyph.X1 = offset.x + r->w; + glyph.Y1 = offset.y + r->h; + glyph.Visible = true; + glyph.Colored = true; // FIXME: Arbitrary + glyph.PackId = r_id; + ImFontAtlasBakedAddFontGlyph(this, baked, font->Sources[0], &glyph); + return r_id; +} +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + +bool ImFontAtlas::GetCustomRect(ImFontAtlasRectId id, ImFontAtlasRect* out_r) const { - IM_ASSERT(TexWidth > 0 && TexHeight > 0); // Font atlas needs to be built before we can calculate UV coordinates - IM_ASSERT(rect->IsPacked()); // Make sure the rectangle has been packed - *out_uv_min = ImVec2((float)rect->X * TexUvScale.x, (float)rect->Y * TexUvScale.y); - *out_uv_max = ImVec2((float)(rect->X + rect->Width) * TexUvScale.x, (float)(rect->Y + rect->Height) * TexUvScale.y); + ImTextureRect* r = ImFontAtlasPackGetRectSafe((ImFontAtlas*)this, id); + if (r == NULL) + return false; + IM_ASSERT(TexData->Width > 0 && TexData->Height > 0); // Font atlas needs to be built before we can calculate UV coordinates + if (out_r == NULL) + return true; + out_r->x = r->x; + out_r->y = r->y; + out_r->w = r->w; + out_r->h = r->h; + out_r->uv0 = ImVec2((float)(r->x), (float)(r->y)) * TexUvScale; + out_r->uv1 = ImVec2((float)(r->x + r->w), (float)(r->y + r->h)) * TexUvScale; + return true; } bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]) @@ -2775,9 +3340,8 @@ bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor curso if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) return false; - IM_ASSERT(atlas->PackIdMouseCursors != -1); - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); - ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->X, (float)r->Y); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, atlas->Builder->PackIdMouseCursors); + ImVec2 pos = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][0] + ImVec2((float)r->x, (float)r->y); ImVec2 size = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][1]; *out_size = size; *out_offset = FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[cursor_type][2]; @@ -2789,517 +3353,189 @@ bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor curso return true; } -bool ImFontAtlas::Build() +// When atlas->RendererHasTextures = true, this is only called if no font were loaded. +void ImFontAtlasBuildMain(ImFontAtlas* atlas) { - IM_ASSERT(!Locked && "Cannot modify a locked ImFontAtlas between NewFrame() and EndFrame/Render()!"); + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); + if (atlas->TexData && atlas->TexData->Format != atlas->TexDesiredFormat) + { + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + ImFontAtlasBuildDestroy(atlas); + ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y); + } + + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); // Default font is none are specified - if (Sources.Size == 0) - AddFontDefault(); + if (atlas->Sources.Size == 0) + atlas->AddFontDefault(); - // Select builder - // - Note that we do not reassign to atlas->FontBuilderIO, since it is likely to point to static data which - // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are - // using a hot-reloading scheme that messes up static data, store your own instance of ImFontBuilderIO somewhere - // and point to it instead of pointing directly to return value of the GetBuilderXXX functions. - const ImFontBuilderIO* builder_io = FontBuilderIO; - if (builder_io == NULL) - { -#ifdef IMGUI_ENABLE_FREETYPE - builder_io = ImGuiFreeType::GetBuilderForFreeType(); -#elif defined(IMGUI_ENABLE_STB_TRUETYPE) - builder_io = ImFontAtlasGetBuilderForStbTruetype(); -#else - IM_ASSERT(0); // Invalid Build function -#endif - } - - // Build - return builder_io->FontBuilder_Build(this); + // [LEGACY] For backends not supporting RendererHasTextures: preload all glyphs + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + if (atlas->RendererHasTextures == false) // ~ImGuiBackendFlags_RendererHasTextures + ImFontAtlasBuildLegacyPreloadAllGlyphRanges(atlas); + atlas->TexIsBuilt = true; } -void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_brighten_factor) -{ - for (unsigned int i = 0; i < 256; i++) - { - unsigned int value = (unsigned int)(i * in_brighten_factor); - out_table[i] = value > 255 ? 255 : (value & 0xFF); - } -} - -void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride) -{ - IM_ASSERT_PARANOID(w <= stride); - unsigned char* data = pixels + x + y * stride; - for (int j = h; j > 0; j--, data += stride - w) - for (int i = w; i > 0; i--, data++) - *data = table[*data]; -} - -void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v) +void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v) { // Automatically disable horizontal oversampling over size 36 - *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (src->SizePixels * src->RasterizerDensity > 36.0f || src->PixelSnapH) ? 1 : 2; + const float raster_size = baked->Size * baked->RasterizerDensity * src->RasterizerDensity; + *out_oversample_h = (src->OversampleH != 0) ? src->OversampleH : (raster_size > 36.0f || src->PixelSnapH) ? 1 : 2; *out_oversample_v = (src->OversampleV != 0) ? src->OversampleV : 1; } -#ifdef IMGUI_ENABLE_STB_TRUETYPE -// Temporary data for one source font (multiple source fonts can be merged into one destination ImFont) -// (C++03 doesn't allow instancing ImVector<> with function-local types so we declare the type here.) -struct ImFontBuildSrcData +// Setup main font loader for the atlas +// Every font source (ImFontConfig) will use this unless ImFontConfig::FontLoader specify a custom loader. +void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader) { - stbtt_fontinfo FontInfo; - stbtt_pack_range PackRange; // Hold the list of codepoints to pack (essentially points to Codepoints.Data) - stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. - stbtt_packedchar* PackedChars; // Output glyphs - const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) - int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] - int GlyphsHighest; // Highest requested codepoint - int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; // Glyph codepoints list (flattened version of GlyphsSet) -}; + if (atlas->FontLoader == font_loader) + return; + IM_ASSERT(!atlas->Locked && "Cannot modify a locked ImFontAtlas!"); -// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) -struct ImFontBuildDstData -{ - int SrcCount; // Number of source fonts targeting this destination font. - int GlyphsHighest; - int GlyphsCount; - ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. -}; + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) + atlas->FontLoader->LoaderShutdown(atlas); -static void UnpackBitVectorToFlatIndexList(const ImBitVector* in, ImVector* out) -{ - IM_ASSERT(sizeof(in->Storage.Data[0]) == sizeof(int)); - const ImU32* it_begin = in->Storage.begin(); - const ImU32* it_end = in->Storage.end(); - for (const ImU32* it = it_begin; it < it_end; it++) - if (ImU32 entries_32 = *it) - for (ImU32 bit_n = 0; bit_n < 32; bit_n++) - if (entries_32 & ((ImU32)1 << bit_n)) - out->push_back((int)(((it - it_begin) << 5) + bit_n)); + atlas->FontLoader = font_loader; + atlas->FontLoaderName = font_loader ? font_loader->Name : "NULL"; + IM_ASSERT(atlas->FontLoaderData == NULL); + + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontInitOutput(atlas, font); } -static bool ImFontAtlasBuildWithStbTruetype(ImFontAtlas* atlas) +// Preload all glyph ranges for legacy backends. +// This may lead to multiple texture creation which might be a little slower than before. +void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas) { - IM_ASSERT(atlas->Sources.Size > 0); - - ImFontAtlasBuildInit(atlas); - - // Clear atlas - atlas->TexID = (ImTextureID)NULL; - atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvScale = ImVec2(0.0f, 0.0f); - atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); - atlas->ClearTexData(); - - // Temporary storage for building - ImVector src_tmp_array; - ImVector dst_tmp_array; - src_tmp_array.resize(atlas->Sources.Size); - dst_tmp_array.resize(atlas->Fonts.Size); - memset(src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset(dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); - - // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->Sources.Size; src_i++) + atlas->Builder->PreloadedAllGlyphsRanges = true; + for (ImFont* font : atlas->Fonts) { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& src = atlas->Sources[src_i]; - IM_ASSERT(src.DstFont && (!src.DstFont->IsLoaded() || src.DstFont->ContainerAtlas == atlas)); - - // Find index from src.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) - src_tmp.DstIndex = -1; - for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (src.DstFont == atlas->Fonts[output_i]) - src_tmp.DstIndex = output_i; - if (src_tmp.DstIndex == -1) + ImFontBaked* baked = font->GetFontBaked(font->LegacySize); + if (font->FallbackChar != 0) + baked->FindGlyph(font->FallbackChar); + if (font->EllipsisChar != 0) + baked->FindGlyph(font->EllipsisChar); + for (ImFontConfig* src : font->Sources) { - IM_ASSERT(src_tmp.DstIndex != -1); // src.DstFont not pointing within atlas->Fonts[] array? - return false; - } - // Initialize helper structure for font loading and verify that the TTF/OTF data is correct - const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src.FontData, src.FontNo); - IM_ASSERT(font_offset >= 0 && "FontData is incorrect, or FontNo cannot be found."); - if (!stbtt_InitFont(&src_tmp.FontInfo, (unsigned char*)src.FontData, font_offset)) - { - IM_ASSERT(0 && "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); - return false; - } - - // Measure highest codepoints - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = src.GlyphRanges ? src.GlyphRanges : atlas->GetGlyphRangesDefault(); - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - { - // Check for valid range. This may also help detect *some* dangling pointers, because a common - // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, - // or to forget to zero-terminate the glyph range array. - IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); - src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); - } - dst_tmp.SrcCount++; - dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); - } - - // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. - int total_glyphs_count = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontBuildDstData& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); - if (dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); - - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (unsigned int codepoint = src_range[0]; codepoint <= src_range[1]; codepoint++) - { - if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option for MergeMode (e.g. MergeOverwrite==true) - continue; - if (!stbtt_FindGlyphIndex(&src_tmp.FontInfo, codepoint)) // It is actually in the font? - continue; - - // Add to avail set/counters - src_tmp.GlyphsCount++; - dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint); - dst_tmp.GlyphsSet.SetBit(codepoint); - total_glyphs_count++; - } - } - - // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - UnpackBitVectorToFlatIndexList(&src_tmp.GlyphsSet, &src_tmp.GlyphsList); - src_tmp.GlyphsSet.Clear(); - IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); - } - for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) - dst_tmp_array[dst_i].GlyphsSet.Clear(); - dst_tmp_array.clear(); - - // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) - // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) - ImVector buf_rects; - ImVector buf_packedchars; - buf_rects.resize(total_glyphs_count); - buf_packedchars.resize(total_glyphs_count); - memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); - memset(buf_packedchars.Data, 0, (size_t)buf_packedchars.size_in_bytes()); - - // 4. Gather glyphs sizes so we can pack them in our virtual canvas. - int total_surface = 0; - int buf_rects_out_n = 0; - int buf_packedchars_out_n = 0; - const int pack_padding = atlas->TexGlyphPadding; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - src_tmp.Rects = &buf_rects[buf_rects_out_n]; - src_tmp.PackedChars = &buf_packedchars[buf_packedchars_out_n]; - buf_rects_out_n += src_tmp.GlyphsCount; - buf_packedchars_out_n += src_tmp.GlyphsCount; - - // Automatic selection of oversampling parameters - ImFontConfig& src = atlas->Sources[src_i]; - int oversample_h, oversample_v; - ImFontAtlasBuildGetOversampleFactors(&src, &oversample_h, &oversample_v); - - // Convert our ranges in the format stb_truetype wants - src_tmp.PackRange.font_size = src.SizePixels * src.RasterizerDensity; - src_tmp.PackRange.first_unicode_codepoint_in_range = 0; - src_tmp.PackRange.array_of_unicode_codepoints = src_tmp.GlyphsList.Data; - src_tmp.PackRange.num_chars = src_tmp.GlyphsList.Size; - src_tmp.PackRange.chardata_for_range = src_tmp.PackedChars; - src_tmp.PackRange.h_oversample = (unsigned char)oversample_h; - src_tmp.PackRange.v_oversample = (unsigned char)oversample_v; - - // Gather the sizes of all rectangles we will need to pack (this loop is based on stbtt_PackFontRangesGatherRects) - const float scale = (src.SizePixels > 0.0f) ? stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels * src.RasterizerDensity) : stbtt_ScaleForMappingEmToPixels(&src_tmp.FontInfo, -src.SizePixels * src.RasterizerDensity); - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) - { - int x0, y0, x1, y1; - const int glyph_index_in_font = stbtt_FindGlyphIndex(&src_tmp.FontInfo, src_tmp.GlyphsList[glyph_i]); - IM_ASSERT(glyph_index_in_font != 0); - stbtt_GetGlyphBitmapBoxSubpixel(&src_tmp.FontInfo, glyph_index_in_font, scale * oversample_h, scale * oversample_v, 0, 0, &x0, &y0, &x1, &y1); - src_tmp.Rects[glyph_i].w = (stbrp_coord)(x1 - x0 + pack_padding + oversample_h - 1); - src_tmp.Rects[glyph_i].h = (stbrp_coord)(y1 - y0 + pack_padding + oversample_v - 1); - total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; + const ImWchar* ranges = src->GlyphRanges ? src->GlyphRanges : atlas->GetGlyphRangesDefault(); + for (; ranges[0]; ranges += 2) + for (unsigned int c = ranges[0]; c <= ranges[1] && c <= IM_UNICODE_CODEPOINT_MAX; c++) //-V560 + baked->FindGlyph((ImWchar)c); } } - for (int i = 0; i < atlas->CustomRects.Size; i++) - total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); - - // We need a width for the skyline algorithm, any width! - // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. - const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; - atlas->TexHeight = 0; - if (atlas->TexDesiredWidth > 0) - atlas->TexWidth = atlas->TexDesiredWidth; - else - atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; - - // 5. Start packing - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - const int TEX_HEIGHT_MAX = 1024 * 32; - stbtt_pack_context spc = {}; - stbtt_PackBegin(&spc, NULL, atlas->TexWidth, TEX_HEIGHT_MAX, 0, 0, NULL); - spc.padding = atlas->TexGlyphPadding; // Because we mixup stbtt_PackXXX and stbrp_PackXXX there's a bit of a hack here, not passing the value to stbtt_PackBegin() allows us to still pack a TexWidth-1 wide item. (#8107) - ImFontAtlasBuildPackCustomRects(atlas, spc.pack_info); - - // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbrp_pack_rects((stbrp_context*)spc.pack_info, src_tmp.Rects, src_tmp.GlyphsCount); - - // Extend texture height and mark missing glyphs as non-packed so we won't render them. - // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - if (src_tmp.Rects[glyph_i].was_packed) - atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); - } - - // 7. Allocate texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(atlas->TexWidth * atlas->TexHeight); - memset(atlas->TexPixelsAlpha8, 0, atlas->TexWidth * atlas->TexHeight); - spc.pixels = atlas->TexPixelsAlpha8; - spc.height = atlas->TexHeight; - - // 8. Render/rasterize font characters into the texture - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontConfig& src = atlas->Sources[src_i]; - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbtt_PackFontRangesRenderIntoRects(&spc, &src_tmp.FontInfo, &src_tmp.PackRange, 1, src_tmp.Rects); - - // Apply multiply operator - if (src.RasterizerMultiply != 1.0f) - { - unsigned char multiply_table[256]; - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, src.RasterizerMultiply); - stbrp_rect* r = &src_tmp.Rects[0]; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++, r++) - if (r->was_packed) - ImFontAtlasBuildMultiplyRectAlpha8(multiply_table, atlas->TexPixelsAlpha8, r->x, r->y, r->w, r->h, atlas->TexWidth * 1); - } - src_tmp.Rects = NULL; - } - - // End packing - stbtt_PackEnd(&spc); - buf_rects.clear(); - - // 9. Setup ImFont and glyphs for runtime - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - // When merging fonts with MergeMode=true: - // - We can have multiple input fonts writing into a same destination font. - // - dst_font->Sources is != from src which is our source configuration. - ImFontBuildSrcData& src_tmp = src_tmp_array[src_i]; - ImFontConfig& src = atlas->Sources[src_i]; - ImFont* dst_font = src.DstFont; - - const float font_scale = stbtt_ScaleForPixelHeight(&src_tmp.FontInfo, src.SizePixels); - int unscaled_ascent, unscaled_descent, unscaled_line_gap; - stbtt_GetFontVMetrics(&src_tmp.FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); - - const float ascent = ImCeil(unscaled_ascent * font_scale); - const float descent = ImFloor(unscaled_descent * font_scale); - ImFontAtlasBuildSetupFont(atlas, dst_font, &src, ascent, descent); - const float font_off_x = src.GlyphOffset.x; - const float font_off_y = src.GlyphOffset.y + IM_ROUND(dst_font->Ascent); - - const float inv_rasterization_scale = 1.0f / src.RasterizerDensity; - - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - { - // Register glyph - const int codepoint = src_tmp.GlyphsList[glyph_i]; - const stbtt_packedchar& pc = src_tmp.PackedChars[glyph_i]; - stbtt_aligned_quad q; - float unused_x = 0.0f, unused_y = 0.0f; - stbtt_GetPackedQuad(src_tmp.PackedChars, atlas->TexWidth, atlas->TexHeight, glyph_i, &unused_x, &unused_y, &q, 0); - float x0 = q.x0 * inv_rasterization_scale + font_off_x; - float y0 = q.y0 * inv_rasterization_scale + font_off_y; - float x1 = q.x1 * inv_rasterization_scale + font_off_x; - float y1 = q.y1 * inv_rasterization_scale + font_off_y; - dst_font->AddGlyph(&src, (ImWchar)codepoint, x0, y0, x1, y1, q.s0, q.t0, q.s1, q.t1, pc.xadvance * inv_rasterization_scale); - } - } - - // Cleanup - src_tmp_array.clear_destruct(); - - ImFontAtlasBuildFinish(atlas); - return true; } -const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype() -{ - static ImFontBuilderIO io; - io.FontBuilder_Build = ImFontAtlasBuildWithStbTruetype; - return &io; -} - -#endif // IMGUI_ENABLE_STB_TRUETYPE - -void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas) +// FIXME: May make ImFont::Sources a ImSpan<> and move ownership to ImFontAtlas +void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas) { + for (ImFont* font : atlas->Fonts) + font->Sources.resize(0); for (ImFontConfig& src : atlas->Sources) + src.DstFont->Sources.push_back(&src); +} + +// Render a white-colored bitmap encoded in a string +void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(x >= 0 && x + w <= tex->Width); + IM_ASSERT(y >= 0 && y + h <= tex->Height); + + switch (tex->Format) { - ImFont* font = src.DstFont; - if (!src.MergeMode) - { - font->Sources = &src; - font->SourcesCount = 0; - } - font->SourcesCount++; + case ImTextureFormat_Alpha8: + { + ImU8* out_p = tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? 0xFF : 0x00; + break; + } + case ImTextureFormat_RGBA32: + { + ImU32* out_p = (ImU32*)(void*)tex->GetPixelsAt(x, y); + for (int off_y = 0; off_y < h; off_y++, out_p += tex->Width, in_str += w) + for (int off_x = 0; off_x < w; off_x++) + out_p[off_x] = (in_str[off_x] == in_marker_char) ? IM_COL32_WHITE : IM_COL32_BLACK_TRANS; + break; + } } } -void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* font_config, float ascent, float descent) +static void ImFontAtlasBuildUpdateBasicTexData(ImFontAtlas* atlas) { - if (!font_config->MergeMode) + // Pack and store identifier so we can refresh UV coordinates on texture resize. + // FIXME-NEWATLAS: User/custom rects where user code wants to store UV coordinates will need to do the same thing. + ImFontAtlasBuilder* builder = atlas->Builder; + ImVec2i pack_size = (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) ? ImVec2i(2, 2) : ImVec2i(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); + + ImFontAtlasRect r; + bool add_and_draw = (atlas->GetCustomRect(builder->PackIdMouseCursors, &r) == false); + if (add_and_draw) { - font->ClearOutputData(); - font->FontSize = font_config->SizePixels; - IM_ASSERT(font->Sources == font_config); - font->ContainerAtlas = atlas; - font->Ascent = ascent; - font->Descent = descent; - } -} + builder->PackIdMouseCursors = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdMouseCursors != ImFontAtlasRectId_Invalid); -void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque) -{ - stbrp_context* pack_context = (stbrp_context*)stbrp_context_opaque; - IM_ASSERT(pack_context != NULL); - - ImVector& user_rects = atlas->CustomRects; - IM_ASSERT(user_rects.Size >= 1); // We expect at least the default custom rects to be registered, else something went wrong. -#ifdef __GNUC__ - if (user_rects.Size < 1) { __builtin_unreachable(); } // Workaround for GCC bug if IM_ASSERT() is defined to conditionally throw (see #5343) -#endif - - const int pack_padding = atlas->TexGlyphPadding; - ImVector pack_rects; - pack_rects.resize(user_rects.Size); - memset(pack_rects.Data, 0, (size_t)pack_rects.size_in_bytes()); - for (int i = 0; i < user_rects.Size; i++) - { - pack_rects[i].w = user_rects[i].Width + pack_padding; - pack_rects[i].h = user_rects[i].Height + pack_padding; - } - stbrp_pack_rects(pack_context, &pack_rects[0], pack_rects.Size); - for (int i = 0; i < pack_rects.Size; i++) - if (pack_rects[i].was_packed) + // Draw to texture + if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) { - user_rects[i].X = (unsigned short)pack_rects[i].x; - user_rects[i].Y = (unsigned short)pack_rects[i].y; - IM_ASSERT(pack_rects[i].w == user_rects[i].Width + pack_padding && pack_rects[i].h == user_rects[i].Height + pack_padding); - atlas->TexHeight = ImMax(atlas->TexHeight, pack_rects[i].y + pack_rects[i].h); - } -} - -void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value) -{ - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned char* out_pixel = atlas->TexPixelsAlpha8 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : 0x00; -} - -void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value) -{ - IM_ASSERT(x >= 0 && x + w <= atlas->TexWidth); - IM_ASSERT(y >= 0 && y + h <= atlas->TexHeight); - unsigned int* out_pixel = atlas->TexPixelsRGBA32 + x + (y * atlas->TexWidth); - for (int off_y = 0; off_y < h; off_y++, out_pixel += atlas->TexWidth, in_str += w) - for (int off_x = 0; off_x < w; off_x++) - out_pixel[off_x] = (in_str[off_x] == in_marker_char) ? in_marker_pixel_value : IM_COL32_BLACK_TRANS; -} - -static void ImFontAtlasBuildRenderDefaultTexData(ImFontAtlas* atlas) -{ - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdMouseCursors); - IM_ASSERT(r->IsPacked()); - - const int w = atlas->TexWidth; - if (atlas->Flags & ImFontAtlasFlags_NoMouseCursors) - { - // White pixels only - IM_ASSERT(r->Width == 2 && r->Height == 2); - const int offset = (int)r->X + (int)r->Y * w; - if (atlas->TexPixelsAlpha8 != NULL) - { - atlas->TexPixelsAlpha8[offset] = atlas->TexPixelsAlpha8[offset + 1] = atlas->TexPixelsAlpha8[offset + w] = atlas->TexPixelsAlpha8[offset + w + 1] = 0xFF; + // 2x2 white pixels + ImFontAtlasBuildRenderBitmapFromString(atlas, r.x, r.y, 2, 2, "XX" "XX", 'X'); } else { - atlas->TexPixelsRGBA32[offset] = atlas->TexPixelsRGBA32[offset + 1] = atlas->TexPixelsRGBA32[offset + w] = atlas->TexPixelsRGBA32[offset + w + 1] = IM_COL32_WHITE; + // 2x2 white pixels + mouse cursors + const int x_for_white = r.x; + const int x_for_black = r.x + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_white, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.'); + ImFontAtlasBuildRenderBitmapFromString(atlas, x_for_black, r.y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X'); } } - else - { - // White pixels and mouse cursor - IM_ASSERT(r->Width == FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1 && r->Height == FONT_ATLAS_DEFAULT_TEX_DATA_H); - const int x_for_white = r->X; - const int x_for_black = r->X + FONT_ATLAS_DEFAULT_TEX_DATA_W + 1; - if (atlas->TexPixelsAlpha8 != NULL) - { - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', 0xFF); - ImFontAtlasBuildRender8bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', 0xFF); - } - else - { - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_white, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, '.', IM_COL32_WHITE); - ImFontAtlasBuildRender32bppRectFromString(atlas, x_for_black, r->Y, FONT_ATLAS_DEFAULT_TEX_DATA_W, FONT_ATLAS_DEFAULT_TEX_DATA_H, FONT_ATLAS_DEFAULT_TEX_DATA_PIXELS, 'X', IM_COL32_WHITE); - } - } - atlas->TexUvWhitePixel = ImVec2((r->X + 0.5f) * atlas->TexUvScale.x, (r->Y + 0.5f) * atlas->TexUvScale.y); + + // Refresh UV coordinates + atlas->TexUvWhitePixel = ImVec2((r.x + 0.5f) * atlas->TexUvScale.x, (r.y + 0.5f) * atlas->TexUvScale.y); } -static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) +static void ImFontAtlasBuildUpdateLinesTexData(ImFontAtlas* atlas) { if (atlas->Flags & ImFontAtlasFlags_NoBakedLines) return; + // Pack and store identifier so we can refresh UV coordinates on texture resize. + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + ImFontAtlasRect r; + bool add_and_draw = atlas->GetCustomRect(builder->PackIdLinesTexData, &r) == false; + if (add_and_draw) + { + ImVec2i pack_size = ImVec2i(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); + builder->PackIdLinesTexData = atlas->AddCustomRect(pack_size.x, pack_size.y, &r); + IM_ASSERT(builder->PackIdLinesTexData != ImFontAtlasRectId_Invalid); + } + + // Register texture region for thick lines + // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row // This generates a triangular shape in the texture, with the various line widths stacked on top of each other to allow interpolation between them - ImFontAtlasCustomRect* r = atlas->GetCustomRectByIndex(atlas->PackIdLines); - IM_ASSERT(r->IsPacked()); for (int n = 0; n < IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1; n++) // +1 because of the zero-width row { // Each line consists of at least two empty pixels at the ends, with a line of solid pixels in the middle - int y = n; - int line_width = n; - int pad_left = (r->Width - line_width) / 2; - int pad_right = r->Width - (pad_left + line_width); + const int y = n; + const int line_width = n; + const int pad_left = (r.w - line_width) / 2; + const int pad_right = r.w - (pad_left + line_width); + IM_ASSERT(pad_left + line_width + pad_right == r.w && y < r.h); // Make sure we're inside the texture bounds before we start writing pixels // Write each slice - IM_ASSERT(pad_left + line_width + pad_right == r->Width && y < r->Height); // Make sure we're inside the texture bounds before we start writing pixels - if (atlas->TexPixelsAlpha8 != NULL) + if (add_and_draw && tex->Format == ImTextureFormat_Alpha8) { - unsigned char* write_ptr = &atlas->TexPixelsAlpha8[r->X + ((r->Y + y) * atlas->TexWidth)]; + ImU8* write_ptr = (ImU8*)tex->GetPixelsAt(r.x, r.y + y); for (int i = 0; i < pad_left; i++) *(write_ptr + i) = 0x00; @@ -3309,9 +3545,9 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) for (int i = 0; i < pad_right; i++) *(write_ptr + pad_left + line_width + i) = 0x00; } - else + else if (add_and_draw && tex->Format == ImTextureFormat_RGBA32) { - unsigned int* write_ptr = &atlas->TexPixelsRGBA32[r->X + ((r->Y + y) * atlas->TexWidth)]; + ImU32* write_ptr = (ImU32*)(void*)tex->GetPixelsAt(r.x, r.y + y); for (int i = 0; i < pad_left; i++) *(write_ptr + i) = IM_COL32(255, 255, 255, 0); @@ -3322,71 +3558,1146 @@ static void ImFontAtlasBuildRenderLinesTexData(ImFontAtlas* atlas) *(write_ptr + pad_left + line_width + i) = IM_COL32(255, 255, 255, 0); } - // Calculate UVs for this line - ImVec2 uv0 = ImVec2((float)(r->X + pad_left - 1), (float)(r->Y + y)) * atlas->TexUvScale; - ImVec2 uv1 = ImVec2((float)(r->X + pad_left + line_width + 1), (float)(r->Y + y + 1)) * atlas->TexUvScale; + // Refresh UV coordinates + ImVec2 uv0 = ImVec2((float)(r.x + pad_left - 1), (float)(r.y + y)) * atlas->TexUvScale; + ImVec2 uv1 = ImVec2((float)(r.x + pad_left + line_width + 1), (float)(r.y + y + 1)) * atlas->TexUvScale; float half_v = (uv0.y + uv1.y) * 0.5f; // Calculate a constant V in the middle of the row to avoid sampling artifacts atlas->TexUvLines[n] = ImVec4(uv0.x, half_v, uv1.x, half_v); } } -// Note: this is called / shared by both the stb_truetype and the FreeType builder +//----------------------------------------------------------------------------------------------------------------------------- + +// Was tempted to lazily init FontSrc but wouldn't save much + makes it more complicated to detect invalid data at AddFont() +bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font) +{ + bool ret = true; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader && loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src)) + ret = false; + } + IM_ASSERT(ret); // Unclear how to react to this meaningfully. Assume that result will be same as initial AddFont() call. + return ret; +} + +// Keep source/input FontData +void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font) +{ + font->ClearOutputData(); + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader && loader->FontSrcDestroy != NULL) + loader->FontSrcDestroy(atlas, src); + } +} + +//----------------------------------------------------------------------------------------------------------------------------- + +bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcInit != NULL && !loader->FontSrcInit(atlas, src)) + return false; + return true; +} + +void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + if (src->MergeMode == false) + { + font->ClearOutputData(); + //font->FontSize = src->SizePixels; + font->ContainerAtlas = atlas; + IM_ASSERT(font->Sources[0] == src); + } + atlas->TexIsBuilt = false; // For legacy backends + ImFontAtlasBuildSetupFontSpecialGlyphs(atlas, font, src); +} + +void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + if (src->FontDataOwnedByAtlas) + IM_FREE(src->FontData); + src->FontData = NULL; + if (src->GlyphExcludeRanges) + IM_FREE((void*)src->GlyphExcludeRanges); + src->GlyphExcludeRanges = NULL; +} + +// Create a compact, baked "..." if it doesn't exist, by using the ".". +// This may seem overly complicated right now but the point is to exercise and improve a technique which should be increasingly used. +// FIXME-NEWATLAS: This borrows too much from FontLoader's FontLoadGlyph() handlers and suggest that we should add further helpers. +static ImFontGlyph* ImFontAtlasBuildSetupFontBakedEllipsis(ImFontAtlas* atlas, ImFontBaked* baked) +{ + ImFont* font = baked->ContainerFont; + IM_ASSERT(font->EllipsisChar != 0); + + const ImFontGlyph* dot_glyph = baked->FindGlyphNoFallback((ImWchar)'.'); + if (dot_glyph == NULL) + dot_glyph = baked->FindGlyphNoFallback((ImWchar)0xFF0E); + if (dot_glyph == NULL) + return NULL; + ImFontAtlasRectId dot_r_id = dot_glyph->PackId; // Deep copy to avoid invalidation of glyphs and rect pointers + ImTextureRect* dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + const int dot_spacing = 1; + const float dot_step = (dot_glyph->X1 - dot_glyph->X0) + dot_spacing; + + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, (dot_r->w * 3 + dot_spacing * 2), dot_r->h); + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + ImFontGlyph glyph_in = {}; + ImFontGlyph* glyph = &glyph_in; + glyph->Codepoint = font->EllipsisChar; + glyph->AdvanceX = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + dot_step * 3.0f - dot_spacing); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. + glyph->X0 = dot_glyph->X0; + glyph->Y0 = dot_glyph->Y0; + glyph->X1 = dot_glyph->X0 + dot_step * 3 - dot_spacing; + glyph->Y1 = dot_glyph->Y1; + glyph->Visible = true; + glyph->PackId = pack_id; + glyph = ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, glyph); + dot_glyph = NULL; // Invalidated + + // Copy to texture, post-process and queue update for backend + // FIXME-NEWATLAS-V2: Dot glyph is already post-processed as this point, so this would damage it. + dot_r = ImFontAtlasPackGetRect(atlas, dot_r_id); + ImTextureData* tex = atlas->TexData; + for (int n = 0; n < 3; n++) + ImFontAtlasTextureBlockCopy(tex, dot_r->x, dot_r->y, tex, r->x + (dot_r->w + dot_spacing) * n, r->y, dot_r->w, dot_r->h); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); + + return glyph; +} + +// Load fallback in order to obtain its index +// (this is called from in hot-path so we avoid extraneous parameters to minimize impact on code size) +static void ImFontAtlasBuildSetupFontBakedFallback(ImFontBaked* baked) +{ + IM_ASSERT(baked->FallbackGlyphIndex == -1); + IM_ASSERT(baked->FallbackAdvanceX == 0.0f); + ImFont* font = baked->ContainerFont; + ImFontGlyph* fallback_glyph = NULL; + if (font->FallbackChar != 0) + fallback_glyph = baked->FindGlyphNoFallback(font->FallbackChar); + if (fallback_glyph == NULL) + { + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + ImFontGlyph glyph; + glyph.Codepoint = 0; + glyph.AdvanceX = space_glyph ? space_glyph->AdvanceX : IM_ROUND(baked->Size * 0.40f); + fallback_glyph = ImFontAtlasBakedAddFontGlyph(font->ContainerAtlas, baked, NULL, &glyph); + } + baked->FallbackGlyphIndex = baked->Glyphs.index_from_ptr(fallback_glyph); // Storing index avoid need to update pointer on growth and simplify inner loop code + baked->FallbackAdvanceX = fallback_glyph->AdvanceX; +} + +static void ImFontAtlasBuildSetupFontBakedBlanks(ImFontAtlas* atlas, ImFontBaked* baked) +{ + // Mark space as always hidden (not strictly correct/necessary. but some e.g. icons fonts don't have a space. it tends to look neater in previews) + ImFontGlyph* space_glyph = baked->FindGlyphNoFallback((ImWchar)' '); + if (space_glyph != NULL) + space_glyph->Visible = false; + + // Setup Tab character. + // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) + if (baked->FindGlyphNoFallback('\t') == NULL && space_glyph != NULL) + { + ImFontGlyph tab_glyph; + tab_glyph.Codepoint = '\t'; + tab_glyph.AdvanceX = space_glyph->AdvanceX * IM_TABSIZE; + ImFontAtlasBakedAddFontGlyph(atlas, baked, NULL, &tab_glyph); + } +} + +// Load/identify special glyphs +// (note that this is called again for fonts with MergeMode) +void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src) +{ + IM_UNUSED(atlas); + IM_ASSERT(font->Sources.contains(src)); + + // Find Fallback character. Actual glyph loaded in GetFontBaked(). + const ImWchar fallback_chars[] = { font->FallbackChar, (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; + if (font->FallbackChar == 0) + for (ImWchar candidate_char : fallback_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->FallbackChar = (ImWchar)candidate_char; + break; + } + + // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). + // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. + // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. + const ImWchar ellipsis_chars[] = { src->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; + if (font->EllipsisChar == 0) + for (ImWchar candidate_char : ellipsis_chars) + if (candidate_char != 0 && font->IsGlyphInFont(candidate_char)) + { + font->EllipsisChar = candidate_char; + break; + } + if (font->EllipsisChar == 0) + { + font->EllipsisChar = 0x0085; + font->EllipsisAutoBake = true; + } +} + +void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph) +{ + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImFontAtlasPackDiscardRect(atlas, glyph->PackId); + glyph->PackId = ImFontAtlasRectId_Invalid; + } + ImWchar c = (ImWchar)glyph->Codepoint; + IM_ASSERT(font->FallbackChar != c && font->EllipsisChar != c); // Unsupported for simplicity + IM_ASSERT(glyph >= baked->Glyphs.Data && glyph < baked->Glyphs.Data + baked->Glyphs.Size); + IM_UNUSED(font); + baked->IndexLookup[c] = IM_FONTGLYPH_INDEX_UNUSED; + baked->IndexAdvanceX[c] = baked->FallbackAdvanceX; +} + +ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id) +{ + IMGUI_DEBUG_LOG_FONT("[font] Created baked %.2fpx\n", font_size); + ImFontBaked* baked = atlas->Builder->BakedPool.push_back(ImFontBaked()); + baked->Size = font_size; + baked->RasterizerDensity = font_rasterizer_density; + baked->BakedId = baked_id; + baked->ContainerFont = font; + baked->LastUsedFrame = atlas->Builder->FrameCount; + + // Initialize backend data + size_t loader_data_size = 0; + for (ImFontConfig* src : font->Sources) // Cannot easily be cached as we allow changing backend + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + loader_data_size += loader->FontBakedSrcLoaderDataSize; + } + baked->FontLoaderDatas = (loader_data_size > 0) ? IM_ALLOC(loader_data_size) : NULL; + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedInit) + loader->FontBakedInit(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + + ImFontAtlasBuildSetupFontBakedBlanks(atlas, baked); + return baked; +} + +// FIXME-OPT: This is not a fast query. Adding a BakedCount field in Font might allow to take a shortcut for the most common case. +ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int step_n = 0; step_n < 2; step_n++) + { + ImFontBaked* closest_larger_match = NULL; + ImFontBaked* closest_smaller_match = NULL; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->ContainerFont != font || baked->WantDestroy) + continue; + if (step_n == 0 && baked->RasterizerDensity != font_rasterizer_density) // First try with same density + continue; + if (baked->Size > font_size && (closest_larger_match == NULL || baked->Size < closest_larger_match->Size)) + closest_larger_match = baked; + if (baked->Size < font_size && (closest_smaller_match == NULL || baked->Size > closest_smaller_match->Size)) + closest_smaller_match = baked; + } + if (closest_larger_match) + if (closest_smaller_match == NULL || (closest_larger_match->Size >= font_size * 2.0f && closest_smaller_match->Size > font_size * 0.5f)) + return closest_larger_match; + if (closest_smaller_match) + return closest_smaller_match; + } + return NULL; +} + +void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + IMGUI_DEBUG_LOG_FONT("[font] Discard baked %.2f for \"%s\"\n", baked->Size, font->GetDebugName()); + + for (ImFontGlyph& glyph : baked->Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + ImFontAtlasPackDiscardRect(atlas, glyph.PackId); + + char* loader_data_p = (char*)baked->FontLoaderDatas; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontBakedDestroy) + loader->FontBakedDestroy(atlas, src, baked, loader_data_p); + loader_data_p += loader->FontBakedSrcLoaderDataSize; + } + if (baked->FontLoaderDatas) + { + IM_FREE(baked->FontLoaderDatas); + baked->FontLoaderDatas = NULL; + } + builder->BakedMap.SetVoidPtr(baked->BakedId, NULL); + builder->BakedDiscardedCount++; + baked->ClearOutputData(); + baked->WantDestroy = true; + font->LastBaked = NULL; +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames) +{ + if (ImFontAtlasBuilder* builder = atlas->Builder) // This can be called from font destructor + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->ContainerFont != font || baked->WantDestroy) + continue; + ImFontAtlasBakedDiscard(atlas, font, baked); + } +} + +// use unused_frames==0 to discard everything. +void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + { + ImFontBaked* baked = &builder->BakedPool[baked_n]; + if (baked->LastUsedFrame + unused_frames > atlas->Builder->FrameCount) + continue; + if (baked->WantDestroy || (baked->ContainerFont->Flags & ImFontFlags_LockBakedSizes)) + continue; + ImFontAtlasBakedDiscard(atlas, baked->ContainerFont, baked); + } +} + +// Those functions are designed to facilitate changing the underlying structures for ImFontAtlas to store an array of ImDrawListSharedData* +void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(!atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.push_back(data); +} + +void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data) +{ + IM_ASSERT(atlas->DrawListSharedDatas.contains(data)); + atlas->DrawListSharedDatas.find_erase(data); +} + +// Update texture identifier in all active draw lists +void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + for (ImDrawList* draw_list : shared_data->DrawLists) + { + // Replace in command-buffer + // (there is not need to replace in ImDrawListSplitter: current channel is in ImDrawList's CmdBuffer[], + // other channels will be on SetCurrentChannel() which already needs to compare CmdHeader anyhow) + if (draw_list->CmdBuffer.Size > 0 && draw_list->_CmdHeader.TexRef == old_tex) + draw_list->_SetTexture(new_tex); + + // Replace in stack + for (ImTextureRef& stacked_tex : draw_list->_TextureStack) + if (stacked_tex == old_tex) + stacked_tex = new_tex; + } +} + +// Update texture coordinates in all draw list shared context +// FIXME-NEWATLAS FIXME-OPT: Doesn't seem necessary to update for all, only one bound to current context? +void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas) +{ + for (ImDrawListSharedData* shared_data : atlas->DrawListSharedDatas) + { + shared_data->TexUvWhitePixel = atlas->TexUvWhitePixel; + shared_data->TexUvLines = atlas->TexUvLines; + } +} + +// Set current texture. This is mostly called from AddTexture() + to handle a failed resize. +static void ImFontAtlasBuildSetTexture(ImFontAtlas* atlas, ImTextureData* tex) +{ + ImTextureRef old_tex_ref = atlas->TexRef; + atlas->TexData = tex; + atlas->TexUvScale = ImVec2(1.0f / tex->Width, 1.0f / tex->Height); + atlas->TexRef._TexData = tex; + //atlas->TexRef._TexID = tex->TexID; // <-- We intentionally don't do that. It would be misleading and betray promise that both fields aren't set. + ImFontAtlasUpdateDrawListsTextures(atlas, old_tex_ref, atlas->TexRef); +} + +// Create a new texture, discard previous one +ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h) +{ + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex; + + // FIXME: Cannot reuse texture because old UV may have been used already (unless we remap UV). + /*if (old_tex != NULL && old_tex->Status == ImTextureStatus_WantCreate) + { + // Reuse texture not yet used by backend. + IM_ASSERT(old_tex->TexID == ImTextureID_Invalid && old_tex->BackendUserData == NULL); + old_tex->DestroyPixels(); + old_tex->Updates.clear(); + new_tex = old_tex; + old_tex = NULL; + } + else*/ + { + // Add new + new_tex = IM_NEW(ImTextureData)(); + new_tex->UniqueID = atlas->TexNextUniqueID++; + atlas->TexList.push_back(new_tex); + } + if (old_tex != NULL) + { + // Queue old as to destroy next frame + old_tex->WantDestroyNextFrame = true; + IM_ASSERT(old_tex->Status == ImTextureStatus_OK || old_tex->Status == ImTextureStatus_WantCreate || old_tex->Status == ImTextureStatus_WantUpdates); + } + + new_tex->Create(atlas->TexDesiredFormat, w, h); + new_tex->Status = ImTextureStatus_WantCreate; + atlas->TexIsBuilt = false; + + ImFontAtlasBuildSetTexture(atlas, new_tex); + + return new_tex; +} + +#if 0 +#define STB_IMAGE_WRITE_IMPLEMENTATION +#include "../stb/stb_image_write.h" +static void ImFontAtlasDebugWriteTexToDisk(ImTextureData* tex, const char* description) +{ + ImGuiContext& g = *GImGui; + char buf[128]; + ImFormatString(buf, IM_ARRAYSIZE(buf), "[%05d] Texture #%03d - %s.png", g.FrameCount, tex->UniqueID, description); + stbi_write_png(buf, tex->Width, tex->Height, tex->BytesPerPixel, tex->Pixels, tex->GetPitch()); // tex->BytesPerPixel is technically not component, but ok for the formats we support. +} +#endif + +void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + builder->LockDisableResize = true; + + ImTextureData* old_tex = atlas->TexData; + ImTextureData* new_tex = ImFontAtlasTextureAdd(atlas, w, h); + new_tex->UseColors = old_tex->UseColors; + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize+repack %dx%d => Texture #%03d: %dx%d\n", old_tex->UniqueID, old_tex->Width, old_tex->Height, new_tex->UniqueID, new_tex->Width, new_tex->Height); + //for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + // IMGUI_DEBUG_LOG_FONT("[font] - Baked %.2fpx, %d glyphs, want_destroy=%d\n", builder->BakedPool[baked_n].FontSize, builder->BakedPool[baked_n].Glyphs.Size, builder->BakedPool[baked_n].WantDestroy); + //IMGUI_DEBUG_LOG_FONT("[font] - Old packed rects: %d, area %d px\n", builder->RectsPackedCount, builder->RectsPackedSurface); + //ImFontAtlasDebugWriteTexToDisk(old_tex, "Before Pack"); + + // Repack, lose discarded rectangle, copy pixels + // FIXME-NEWATLAS: This is unstable because packing order is based on RectsIndex + // FIXME-NEWATLAS-V2: Repacking in batch would be beneficial to packing heuristic, and fix stability. + // FIXME-NEWATLAS-TESTS: Test calling RepackTexture with size too small to fits existing rects. + ImFontAtlasPackInit(atlas); + ImVector old_rects; + ImVector old_index = builder->RectsIndex; + old_rects.swap(builder->Rects); + + for (ImFontAtlasRectEntry& index_entry : builder->RectsIndex) + { + if (index_entry.IsUsed == false) + continue; + ImTextureRect& old_r = old_rects[index_entry.TargetIndex]; + if (old_r.w == 0 && old_r.h == 0) + continue; + ImFontAtlasRectId new_r_id = ImFontAtlasPackAddRect(atlas, old_r.w, old_r.h, &index_entry); + if (new_r_id == ImFontAtlasRectId_Invalid) + { + // Undo, grow texture and try repacking again. + // FIXME-NEWATLAS-TESTS: This is a very rarely exercised path! It needs to be automatically tested properly. + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: resize failed. Will grow.\n", new_tex->UniqueID); + new_tex->WantDestroyNextFrame = true; + builder->Rects.swap(old_rects); + builder->RectsIndex = old_index; + ImFontAtlasBuildSetTexture(atlas, old_tex); + ImFontAtlasTextureGrow(atlas, w, h); // Recurse + return; + } + IM_ASSERT(ImFontAtlasRectId_GetIndex(new_r_id) == builder->RectsIndex.index_from_ptr(&index_entry)); + ImTextureRect* new_r = ImFontAtlasPackGetRect(atlas, new_r_id); + ImFontAtlasTextureBlockCopy(old_tex, old_r.x, old_r.y, new_tex, new_r->x, new_r->y, new_r->w, new_r->h); + } + IM_ASSERT(old_rects.Size == builder->Rects.Size + builder->RectsDiscardedCount); + builder->RectsDiscardedCount = 0; + builder->RectsDiscardedSurface = 0; + + // Patch glyphs UV + for (int baked_n = 0; baked_n < builder->BakedPool.Size; baked_n++) + for (ImFontGlyph& glyph : builder->BakedPool[baked_n].Glyphs) + if (glyph.PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph.PackId); + glyph.U0 = (r->x) * atlas->TexUvScale.x; + glyph.V0 = (r->y) * atlas->TexUvScale.y; + glyph.U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph.V1 = (r->y + r->h) * atlas->TexUvScale.y; + } + + // Update other cached UV + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + builder->LockDisableResize = false; + ImFontAtlasUpdateDrawListsSharedData(atlas); + //ImFontAtlasDebugWriteTexToDisk(new_tex, "After Pack"); +} + +void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_tex_w, int old_tex_h) +{ + //ImFontAtlasDebugWriteTexToDisk(atlas->TexData, "Before Grow"); + ImFontAtlasBuilder* builder = atlas->Builder; + if (old_tex_w == -1) + old_tex_w = atlas->TexData->Width; + if (old_tex_h == -1) + old_tex_h = atlas->TexData->Height; + + // FIXME-NEWATLAS-V2: What to do when reaching limits exposed by backend? + // FIXME-NEWATLAS-V2: Does ImFontAtlasFlags_NoPowerOfTwoHeight makes sense now? Allow 'lock' and 'compact' operations? + IM_ASSERT(ImIsPowerOfTwo(old_tex_w) && ImIsPowerOfTwo(old_tex_h)); + IM_ASSERT(ImIsPowerOfTwo(atlas->TexMinWidth) && ImIsPowerOfTwo(atlas->TexMaxWidth) && ImIsPowerOfTwo(atlas->TexMinHeight) && ImIsPowerOfTwo(atlas->TexMaxHeight)); + + // Grow texture so it follows roughly a square. + // - Grow height before width, as width imply more packing nodes. + // - Caller should be taking account of RectsDiscardedSurface and may not need to grow. + int new_tex_w = (old_tex_h <= old_tex_w) ? old_tex_w : old_tex_w * 2; + int new_tex_h = (old_tex_h <= old_tex_w) ? old_tex_h * 2 : old_tex_h; + + // Handle minimum size first (for pathologically large packed rects) + const int pack_padding = atlas->TexGlyphPadding; + new_tex_w = ImMax(new_tex_w, ImUpperPowerOfTwo(builder->MaxRectSize.x + pack_padding)); + new_tex_h = ImMax(new_tex_h, ImUpperPowerOfTwo(builder->MaxRectSize.y + pack_padding)); + new_tex_w = ImClamp(new_tex_w, atlas->TexMinWidth, atlas->TexMaxWidth); + new_tex_h = ImClamp(new_tex_h, atlas->TexMinHeight, atlas->TexMaxHeight); + if (new_tex_w == old_tex_w && new_tex_h == old_tex_h) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_w, new_tex_h); +} + +void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas) +{ + // Can some baked contents be ditched? + //IMGUI_DEBUG_LOG_FONT("[font] ImFontAtlasBuildMakeSpace()\n"); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 2); + + // Currently using a heuristic for repack without growing. + if (builder->RectsDiscardedSurface < builder->RectsPackedSurface * 0.20f) + ImFontAtlasTextureGrow(atlas); + else + ImFontAtlasTextureRepack(atlas, atlas->TexData->Width, atlas->TexData->Height); +} + +ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas) +{ + int min_w = ImUpperPowerOfTwo(atlas->TexMinWidth); + int min_h = ImUpperPowerOfTwo(atlas->TexMinHeight); + if (atlas->Builder == NULL || atlas->TexData == NULL || atlas->TexData->Status == ImTextureStatus_WantDestroy) + return ImVec2i(min_w, min_h); + + ImFontAtlasBuilder* builder = atlas->Builder; + min_w = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.x), min_w); + min_h = ImMax(ImUpperPowerOfTwo(builder->MaxRectSize.y), min_h); + const int surface_approx = builder->RectsPackedSurface - builder->RectsDiscardedSurface; // Expected surface after repack + const int surface_sqrt = (int)sqrtf((float)surface_approx); + + int new_tex_w; + int new_tex_h; + if (min_w >= min_h) + { + new_tex_w = ImMax(min_w, ImUpperPowerOfTwo(surface_sqrt)); + new_tex_h = ImMax(min_h, (int)((surface_approx + new_tex_w - 1) / new_tex_w)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + } + else + { + new_tex_h = ImMax(min_h, ImUpperPowerOfTwo(surface_sqrt)); + if ((atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) == 0) + new_tex_h = ImUpperPowerOfTwo(new_tex_h); + new_tex_w = ImMax(min_w, (int)((surface_approx + new_tex_h - 1) / new_tex_h)); + } + + IM_ASSERT(ImIsPowerOfTwo(new_tex_w) && ImIsPowerOfTwo(new_tex_h)); + return ImVec2i(new_tex_w, new_tex_h); +} + +// Clear all output. Invalidates all AddCustomRect() return values! +void ImFontAtlasBuildClear(ImFontAtlas* atlas) +{ + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + ImFontAtlasBuildDestroy(atlas); + ImFontAtlasTextureAdd(atlas, new_tex_size.x, new_tex_size.y); + ImFontAtlasBuildInit(atlas); + for (ImFontConfig& src : atlas->Sources) + ImFontAtlasFontSourceInit(atlas, &src); + for (ImFont* font : atlas->Fonts) + for (ImFontConfig* src : font->Sources) + ImFontAtlasFontSourceAddToFont(atlas, font, src); +} + +// You should not need to call this manually! +// If you think you do, let us know and we can advise about policies auto-compact. +void ImFontAtlasTextureCompact(ImFontAtlas* atlas) +{ + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontAtlasBuildDiscardBakes(atlas, 1); + + ImTextureData* old_tex = atlas->TexData; + ImVec2i old_tex_size = ImVec2i(old_tex->Width, old_tex->Height); + ImVec2i new_tex_size = ImFontAtlasTextureGetSizeEstimate(atlas); + if (builder->RectsDiscardedCount == 0 && new_tex_size.x == old_tex_size.x && new_tex_size.y == old_tex_size.y) + return; + + ImFontAtlasTextureRepack(atlas, new_tex_size.x, new_tex_size.y); +} + +// Start packing over current empty texture void ImFontAtlasBuildInit(ImFontAtlas* atlas) { - // Register texture region for mouse cursors or standard white pixels - if (atlas->PackIdMouseCursors < 0) + // Select Backend + // - Note that we do not reassign to atlas->FontLoader, since it is likely to point to static data which + // may mess with some hot-reloading schemes. If you need to assign to this (for dynamic selection) AND are + // using a hot-reloading scheme that messes up static data, store your own instance of FontLoader somewhere + // and point to it instead of pointing directly to return value of the GetFontLoaderXXX functions. + if (atlas->FontLoader == NULL) { - if (!(atlas->Flags & ImFontAtlasFlags_NoMouseCursors)) - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(FONT_ATLAS_DEFAULT_TEX_DATA_W * 2 + 1, FONT_ATLAS_DEFAULT_TEX_DATA_H); - else - atlas->PackIdMouseCursors = atlas->AddCustomRectRegular(2, 2); +#ifdef IMGUI_ENABLE_FREETYPE + ImFontAtlasBuildSetupFontLoader(atlas, ImGuiFreeType::GetFontLoader()); +#elif defined(IMGUI_ENABLE_STB_TRUETYPE) + ImFontAtlasBuildSetupFontLoader(atlas, ImFontAtlasGetFontLoaderForStbTruetype()); +#else + IM_ASSERT(0); // Invalid Build function +#endif } - // Register texture region for thick lines - // The +2 here is to give space for the end caps, whilst height +1 is to accommodate the fact we have a zero-width row - if (atlas->PackIdLines < 0) - { - if (!(atlas->Flags & ImFontAtlasFlags_NoBakedLines)) - atlas->PackIdLines = atlas->AddCustomRectRegular(IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 2, IM_DRAWLIST_TEX_LINES_WIDTH_MAX + 1); - } + // Create initial texture size + if (atlas->TexData == NULL || atlas->TexData->Pixels == NULL) + ImFontAtlasTextureAdd(atlas, ImUpperPowerOfTwo(atlas->TexMinWidth), ImUpperPowerOfTwo(atlas->TexMinHeight)); + + atlas->Builder = IM_NEW(ImFontAtlasBuilder)(); + if (atlas->FontLoader->LoaderInit) + atlas->FontLoader->LoaderInit(atlas); + + ImFontAtlasBuildUpdateRendererHasTexturesFromContext(atlas); + + ImFontAtlasPackInit(atlas); + + // Add required texture data + ImFontAtlasBuildUpdateLinesTexData(atlas); + ImFontAtlasBuildUpdateBasicTexData(atlas); + + // Register fonts + ImFontAtlasBuildUpdatePointers(atlas); + + // Update UV coordinates etc. stored in bound ImDrawListSharedData instance + ImFontAtlasUpdateDrawListsSharedData(atlas); + + //atlas->TexIsBuilt = true; } -// This is called/shared by both the stb_truetype and the FreeType builder. -void ImFontAtlasBuildFinish(ImFontAtlas* atlas) +// Destroy builder and all cached glyphs. Do not destroy actual fonts. +void ImFontAtlasBuildDestroy(ImFontAtlas* atlas) { - // Render into our custom data blocks - IM_ASSERT(atlas->TexPixelsAlpha8 != NULL || atlas->TexPixelsRGBA32 != NULL); - ImFontAtlasBuildRenderDefaultTexData(atlas); - ImFontAtlasBuildRenderLinesTexData(atlas); - - // Register custom rectangle glyphs - for (int i = 0; i < atlas->CustomRects.Size; i++) + for (ImFont* font : atlas->Fonts) + ImFontAtlasFontDestroyOutput(atlas, font); + if (atlas->Builder && atlas->FontLoader && atlas->FontLoader->LoaderShutdown) { - const ImFontAtlasCustomRect* r = &atlas->CustomRects[i]; - if (r->Font == NULL || r->GlyphID == 0) - continue; + atlas->FontLoader->LoaderShutdown(atlas); + IM_ASSERT(atlas->FontLoaderData == NULL); + } + IM_DELETE(atlas->Builder); + atlas->Builder = NULL; +} - // Will ignore ImFontConfig settings: GlyphMinAdvanceX, GlyphMinAdvanceY, PixelSnapH - IM_ASSERT(r->Font->ContainerAtlas == atlas); - ImVec2 uv0, uv1; - atlas->CalcCustomRectUV(r, &uv0, &uv1); - r->Font->AddGlyph(NULL, (ImWchar)r->GlyphID, r->GlyphOffset.x, r->GlyphOffset.y, r->GlyphOffset.x + r->Width, r->GlyphOffset.y + r->Height, uv0.x, uv0.y, uv1.x, uv1.y, r->GlyphAdvanceX); - if (r->GlyphColored) - r->Font->Glyphs.back().Colored = 1; +void ImFontAtlasPackInit(ImFontAtlas * atlas) +{ + ImTextureData* tex = atlas->TexData; + ImFontAtlasBuilder* builder = atlas->Builder; + + // In theory we could decide to reduce the number of nodes, e.g. halve them, and waste a little texture space, but it doesn't seem worth it. + const int pack_node_count = tex->Width / 2; + builder->PackNodes.resize(pack_node_count); + IM_STATIC_ASSERT(sizeof(stbrp_context) <= sizeof(stbrp_context_opaque)); + stbrp_init_target((stbrp_context*)(void*)&builder->PackContext, tex->Width, tex->Height, builder->PackNodes.Data, builder->PackNodes.Size); + builder->RectsPackedSurface = builder->RectsPackedCount = 0; + builder->MaxRectSize = ImVec2i(0, 0); + builder->MaxRectBounds = ImVec2i(0, 0); +} + +// This is essentially a free-list pattern, it may be nice to wrap it into a dedicated type. +static ImFontAtlasRectId ImFontAtlasPackAllocRectEntry(ImFontAtlas* atlas, int rect_idx) +{ + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + int index_idx; + ImFontAtlasRectEntry* index_entry; + if (builder->RectsIndexFreeListStart < 0) + { + builder->RectsIndex.resize(builder->RectsIndex.Size + 1); + index_idx = builder->RectsIndex.Size - 1; + index_entry = &builder->RectsIndex[index_idx]; + memset(index_entry, 0, sizeof(*index_entry)); + } + else + { + index_idx = builder->RectsIndexFreeListStart; + index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed == false && index_entry->Generation > 0); // Generation is incremented during DiscardRect + builder->RectsIndexFreeListStart = index_entry->TargetIndex; + } + index_entry->TargetIndex = rect_idx; + index_entry->IsUsed = 1; + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// Overwrite existing entry +static ImFontAtlasRectId ImFontAtlasPackReuseRectEntry(ImFontAtlas* atlas, ImFontAtlasRectEntry* index_entry) +{ + IM_ASSERT(index_entry->IsUsed); + index_entry->TargetIndex = atlas->Builder->Rects.Size - 1; + int index_idx = atlas->Builder->RectsIndex.index_from_ptr(index_entry); + return ImFontAtlasRectId_Make(index_idx, index_entry->Generation); +} + +// This is expected to be called in batches and followed by a repack +void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + + ImTextureRect* rect = ImFontAtlasPackGetRect(atlas, id); + if (rect == NULL) + return; + + ImFontAtlasBuilder* builder = atlas->Builder; + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->IsUsed && index_entry->TargetIndex >= 0); + index_entry->IsUsed = false; + index_entry->TargetIndex = builder->RectsIndexFreeListStart; + index_entry->Generation++; + + const int pack_padding = atlas->TexGlyphPadding; + builder->RectsIndexFreeListStart = index_idx; + builder->RectsDiscardedCount++; + builder->RectsDiscardedSurface += (rect->w + pack_padding) * (rect->h + pack_padding); + rect->w = rect->h = 0; // Clear rectangle so it won't be packed again +} + +// Important: Calling this may recreate a new texture and therefore change atlas->TexData +// FIXME-NEWFONTS: Expose other glyph padding settings for custom alteration (e.g. drop shadows). See #7962 +ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry) +{ + IM_ASSERT(w > 0 && w <= 0xFFFF); + IM_ASSERT(h > 0 && h <= 0xFFFF); + + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + const int pack_padding = atlas->TexGlyphPadding; + builder->MaxRectSize.x = ImMax(builder->MaxRectSize.x, w); + builder->MaxRectSize.y = ImMax(builder->MaxRectSize.y, h); + + // Pack + ImTextureRect r = { 0, 0, (unsigned short)w, (unsigned short)h }; + for (int attempts_remaining = 3; attempts_remaining >= 0; attempts_remaining--) + { + // Try packing + stbrp_rect pack_r = {}; + pack_r.w = w + pack_padding; + pack_r.h = h + pack_padding; + stbrp_pack_rects((stbrp_context*)(void*)&builder->PackContext, &pack_r, 1); + r.x = (unsigned short)pack_r.x; + r.y = (unsigned short)pack_r.y; + if (pack_r.was_packed) + break; + + // If we ran out of attempts, return fallback + if (attempts_remaining == 0 || builder->LockDisableResize) + { + IMGUI_DEBUG_LOG_FONT("[font] Failed packing %dx%d rectangle. Returning fallback.\n", w, h); + return ImFontAtlasRectId_Invalid; + } + + // Resize or repack atlas! (this should be a rare event) + ImFontAtlasTextureMakeSpace(atlas); } - // Build all fonts lookup tables - for (ImFont* font : atlas->Fonts) - if (font->DirtyLookupTables) - font->BuildLookupTable(); + builder->MaxRectBounds.x = ImMax(builder->MaxRectBounds.x, r.x + r.w + pack_padding); + builder->MaxRectBounds.y = ImMax(builder->MaxRectBounds.y, r.y + r.h + pack_padding); + builder->RectsPackedCount++; + builder->RectsPackedSurface += (w + pack_padding) * (h + pack_padding); - atlas->TexReady = true; + builder->Rects.push_back(r); + if (overwrite_entry != NULL) + return ImFontAtlasPackReuseRectEntry(atlas, overwrite_entry); // Write into an existing entry instead of adding one (used during repack) + else + return ImFontAtlasPackAllocRectEntry(atlas, builder->Rects.Size - 1); } +// Generally for non-user facing functions: assert on invalid ID. +ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + IM_ASSERT(id != ImFontAtlasRectId_Invalid); + int index_idx = ImFontAtlasRectId_GetIndex(id); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + IM_ASSERT(index_entry->Generation == ImFontAtlasRectId_GetGeneration(id)); + IM_ASSERT(index_entry->IsUsed); + return &builder->Rects[index_entry->TargetIndex]; +} + +// For user-facing functions: return NULL on invalid ID. +// Important: return pointer is valid until next call to AddRect(), e.g. FindGlyph(), CalcTextSize() can all potentially invalidate previous pointers. +ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id) +{ + if (id == ImFontAtlasRectId_Invalid) + return NULL; + int index_idx = ImFontAtlasRectId_GetIndex(id); + if (atlas->Builder == NULL) + ImFontAtlasBuildInit(atlas); + ImFontAtlasBuilder* builder = (ImFontAtlasBuilder*)atlas->Builder; + if (index_idx >= builder->RectsIndex.Size) + return NULL; + ImFontAtlasRectEntry* index_entry = &builder->RectsIndex[index_idx]; + if (index_entry->Generation != ImFontAtlasRectId_GetGeneration(id) || !index_entry->IsUsed) + return NULL; + return &builder->Rects[index_entry->TargetIndex]; +} + +// Important! This assume by ImFontConfig::GlyphExcludeRanges[] is a SMALL ARRAY (e.g. <10 entries) +// Use "Input Glyphs Overlap Detection Tool" to display a list of glyphs provided by multiple sources in order to set this array up. +static bool ImFontAtlasBuildAcceptCodepointForSource(ImFontConfig* src, ImWchar codepoint) +{ + if (const ImWchar* exclude_list = src->GlyphExcludeRanges) + for (; exclude_list[0] != 0; exclude_list += 2) + if (codepoint >= exclude_list[0] && codepoint <= exclude_list[1]) + return false; + return true; +} + +static void ImFontBaked_BuildGrowIndex(ImFontBaked* baked, int new_size) +{ + IM_ASSERT(baked->IndexAdvanceX.Size == baked->IndexLookup.Size); + if (new_size <= baked->IndexLookup.Size) + return; + baked->IndexAdvanceX.resize(new_size, -1.0f); + baked->IndexLookup.resize(new_size, IM_FONTGLYPH_INDEX_UNUSED); +} + +static void ImFontAtlas_FontHookRemapCodepoint(ImFontAtlas* atlas, ImFont* font, ImWchar* c) +{ + IM_UNUSED(atlas); + if (font->RemapPairs.Data.Size != 0) + *c = (ImWchar)font->RemapPairs.GetInt((ImGuiID)*c, (int)*c); +} + +static ImFontGlyph* ImFontBaked_BuildLoadGlyph(ImFontBaked* baked, ImWchar codepoint) +{ + ImFont* font = baked->ContainerFont; + ImFontAtlas* atlas = font->ContainerAtlas; + if (atlas->Locked || (font->Flags & ImFontFlags_NoLoadGlyphs)) + { + // Lazily load fallback glyph + if (baked->FallbackGlyphIndex == -1 && baked->LockLoadingFallback == 0) + ImFontAtlasBuildSetupFontBakedFallback(baked); + return NULL; + } + + // User remapping hooks + ImWchar src_codepoint = codepoint; + ImFontAtlas_FontHookRemapCodepoint(atlas, font, &codepoint); + + //char utf8_buf[5]; + //IMGUI_DEBUG_LOG("[font] BuildLoadGlyph U+%04X (%s)\n", (unsigned int)codepoint, ImTextCharToUtf8(utf8_buf, (unsigned int)codepoint)); + + // Special hook + // FIXME-NEWATLAS: it would be nicer if this used a more standardized way of hooking + if (codepoint == font->EllipsisChar && font->EllipsisAutoBake) + if (ImFontGlyph* glyph = ImFontAtlasBuildSetupFontBakedEllipsis(atlas, baked)) + return glyph; + + // Call backend + char* loader_user_data_p = (char*)baked->FontLoaderDatas; + int src_n = 0; + for (ImFontConfig* src : font->Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (!src->GlyphExcludeRanges || ImFontAtlasBuildAcceptCodepointForSource(src, codepoint)) + { + ImFontGlyph glyph_buf; + if (loader->FontBakedLoadGlyph(atlas, src, baked, loader_user_data_p, codepoint, &glyph_buf)) + { + // FIXME: Add hooks for e.g. #7962 + glyph_buf.Codepoint = src_codepoint; + glyph_buf.SourceIdx = src_n; + return ImFontAtlasBakedAddFontGlyph(atlas, baked, src, &glyph_buf); + } + } + loader_user_data_p += loader->FontBakedSrcLoaderDataSize; + src_n++; + } + + // Lazily load fallback glyph + if (baked->LockLoadingFallback) + return NULL; + if (baked->FallbackGlyphIndex == -1) + ImFontAtlasBuildSetupFontBakedFallback(baked); + + // Mark index as not found, so we don't attempt the search twice + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = baked->FallbackAdvanceX; + baked->IndexLookup[codepoint] = IM_FONTGLYPH_INDEX_NOT_FOUND; + return NULL; +} + +// The point of this indirection is to not be inlined in debug mode in order to not bloat inner loop.b +IM_MSVC_RUNTIME_CHECKS_OFF +static float BuildLoadGlyphGetAdvanceOrFallback(ImFontBaked* baked, unsigned int codepoint) +{ + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(baked, (ImWchar)codepoint); + return glyph ? glyph->AdvanceX : baked->FallbackAdvanceX; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas) +{ + // [DEBUG] Log texture update requests + ImGuiContext& g = *GImGui; + IM_UNUSED(g); + for (ImTextureData* tex : atlas->TexList) + { + if ((g.IO.BackendFlags & ImGuiBackendFlags_RendererHasTextures) == 0) + IM_ASSERT(tex->Updates.Size == 0); + if (tex->Status == ImTextureStatus_WantCreate) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: create %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + else if (tex->Status == ImTextureStatus_WantDestroy) + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: destroy %dx%d, texid=0x%" IM_PRIX64 ", backend_data=%p\n", tex->UniqueID, tex->Width, tex->Height, tex->TexID, tex->BackendUserData); + else if (tex->Status == ImTextureStatus_WantUpdates) + { + IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update %d regions, texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, tex->Updates.Size, tex->TexID, (ImU64)(intptr_t)tex->BackendUserData); + for (const ImTextureRect& r : tex->Updates) + { + IM_UNUSED(r); + IM_ASSERT(r.x >= 0 && r.y >= 0); + IM_ASSERT(r.x + r.w <= tex->Width && r.y + r.h <= tex->Height); // In theory should subtract PackPadding but it's currently part of atlas and mid-frame change would wreck assert. + //IMGUI_DEBUG_LOG_FONT("[font] Texture #%03d: update (% 4d..%-4d)->(% 4d..%-4d), texid=0x%" IM_PRIX64 ", backend_data=0x%" IM_PRIX64 "\n", tex->UniqueID, r.x, r.y, r.x + r.w, r.y + r.h, tex->TexID, (ImU64)(intptr_t)tex->BackendUserData); + } + } + } +} +#endif + +//------------------------------------------------------------------------- +// [SECTION] ImFontAtlas: backend for stb_truetype +//------------------------------------------------------------------------- +// (imstb_truetype.h in included near the top of this file, when IMGUI_ENABLE_STB_TRUETYPE is set) +//------------------------------------------------------------------------- + +#ifdef IMGUI_ENABLE_STB_TRUETYPE + +// One for each ConfigData +struct ImGui_ImplStbTrueType_FontSrcData +{ + stbtt_fontinfo FontInfo; + float ScaleFactor; +}; + +static bool ImGui_ImplStbTrueType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplStbTrueType_FontSrcData); + IM_ASSERT(src->FontLoaderData == NULL); + + // Initialize helper structure for font loading and verify that the TTF/OTF data is correct + const int font_offset = stbtt_GetFontOffsetForIndex((unsigned char*)src->FontData, src->FontNo); + if (font_offset < 0) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_GetFontOffsetForIndex(): FontData is incorrect, or FontNo cannot be found."); + return false; + } + if (!stbtt_InitFont(&bd_font_data->FontInfo, (unsigned char*)src->FontData, font_offset)) + { + IM_DELETE(bd_font_data); + IM_ASSERT_USER_ERROR(0, "stbtt_InitFont(): failed to parse FontData. It is correct and complete? Check FontDataSize."); + return false; + } + src->FontLoaderData = bd_font_data; + + if (src->MergeMode && src->SizePixels == 0.0f) + src->SizePixels = src->DstFont->Sources[0]->SizePixels; + + if (src->SizePixels >= 0.0f) + bd_font_data->ScaleFactor = stbtt_ScaleForPixelHeight(&bd_font_data->FontInfo, 1.0f); + else + bd_font_data->ScaleFactor = stbtt_ScaleForMappingEmToPixels(&bd_font_data->FontInfo, 1.0f); + if (src->MergeMode && src->SizePixels != 0.0f) + bd_font_data->ScaleFactor *= src->SizePixels / src->DstFont->Sources[0]->SizePixels; // FIXME-NEWATLAS: Should tidy up that a bit + + return true; +} + +static void ImGui_ImplStbTrueType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_DELETE(bd_font_data); + src->FontLoaderData = NULL; +} + +static bool ImGui_ImplStbTrueType_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data != NULL); + + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + return glyph_index != 0; +} + +static bool ImGui_ImplStbTrueType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*) +{ + IM_UNUSED(atlas); + + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + if (src->MergeMode == false) + { + // FIXME-NEWFONTS: reevaluate how to use sizing metrics + // FIXME-NEWFONTS: make use of line gap value + float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + int unscaled_ascent, unscaled_descent, unscaled_line_gap; + stbtt_GetFontVMetrics(&bd_font_data->FontInfo, &unscaled_ascent, &unscaled_descent, &unscaled_line_gap); + baked->Ascent = ImCeil(unscaled_ascent * scale_for_layout); + baked->Descent = ImFloor(unscaled_descent * scale_for_layout); + } + return true; +} + +static bool ImGui_ImplStbTrueType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void*, ImWchar codepoint, ImFontGlyph* out_glyph) +{ + // Search for first font which has the glyph + ImGui_ImplStbTrueType_FontSrcData* bd_font_data = (ImGui_ImplStbTrueType_FontSrcData*)src->FontLoaderData; + IM_ASSERT(bd_font_data); + int glyph_index = stbtt_FindGlyphIndex(&bd_font_data->FontInfo, (int)codepoint); + if (glyph_index == 0) + return false; + + // Fonts unit to pixels + int oversample_h, oversample_v; + ImFontAtlasBuildGetOversampleFactors(src, baked, &oversample_h, &oversample_v); + const float scale_for_layout = bd_font_data->ScaleFactor * baked->Size; + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + const float scale_for_raster_x = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_h; + const float scale_for_raster_y = bd_font_data->ScaleFactor * baked->Size * rasterizer_density * oversample_v; + + // Obtain size and advance + int x0, y0, x1, y1; + int advance, lsb; + stbtt_GetGlyphBitmapBoxSubpixel(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, 0, 0, &x0, &y0, &x1, &y1); + stbtt_GetGlyphHMetrics(&bd_font_data->FontInfo, glyph_index, &advance, &lsb); + const bool is_visible = (x0 != x1 && y0 != y1); + + // Prepare glyph + out_glyph->Codepoint = codepoint; + out_glyph->AdvanceX = advance * scale_for_layout; + + // Pack and retrieve position inside texture atlas + // (generally based on stbtt_PackFontRangesRenderIntoRects) + if (is_visible) + { + const int w = (x1 - x0 + oversample_h - 1); + const int h = (y1 - y0 + oversample_v - 1); + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h); + if (pack_id == ImFontAtlasRectId_Invalid) + { + // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory."); + return false; + } + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + // Render + stbtt_GetGlyphBitmapBox(&bd_font_data->FontInfo, glyph_index, scale_for_raster_x, scale_for_raster_y, &x0, &y0, &x1, &y1); + ImFontAtlasBuilder* builder = atlas->Builder; + builder->TempBuffer.resize(w * h * 1); + unsigned char* bitmap_pixels = builder->TempBuffer.Data; + memset(bitmap_pixels, 0, w * h * 1); + stbtt_MakeGlyphBitmapSubpixel(&bd_font_data->FontInfo, bitmap_pixels, r->w - oversample_h + 1, r->h - oversample_v + 1, w, + scale_for_raster_x, scale_for_raster_y, 0, 0, glyph_index); + + // Oversampling + // (those functions conveniently assert if pixels are not cleared, which is another safety layer) + if (oversample_h > 1) + stbtt__h_prefilter(bitmap_pixels, r->w, r->h, r->w, oversample_h); + if (oversample_v > 1) + stbtt__v_prefilter(bitmap_pixels, r->w, r->h, r->w, oversample_v); + + const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float font_off_x = (src->GlyphOffset.x * offsets_scale); + float font_off_y = (src->GlyphOffset.y * offsets_scale); + if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome. + font_off_x = IM_ROUND(font_off_x); + if (src->PixelSnapV) + font_off_y = IM_ROUND(font_off_y); + font_off_x += stbtt__oversample_shift(oversample_h); + font_off_y += stbtt__oversample_shift(oversample_v) + IM_ROUND(baked->Ascent); + float recip_h = 1.0f / (oversample_h * rasterizer_density); + float recip_v = 1.0f / (oversample_v * rasterizer_density); + + // Register glyph + // r->x r->y are coordinates inside texture (in pixels) + // glyph.X0, glyph.Y0 are drawing coordinates from base text position, and accounting for oversampling. + out_glyph->X0 = x0 * recip_h + font_off_x; + out_glyph->Y0 = y0 * recip_v + font_off_y; + out_glyph->X1 = (x0 + (int)r->w) * recip_h + font_off_x; + out_glyph->Y1 = (y0 + (int)r->h) * recip_v + font_off_y; + out_glyph->Visible = true; + out_glyph->PackId = pack_id; + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, bitmap_pixels, ImTextureFormat_Alpha8, w); + } + + return true; +} + +const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype() +{ + static ImFontLoader loader; + loader.Name = "stb_truetype"; + loader.FontSrcInit = ImGui_ImplStbTrueType_FontSrcInit; + loader.FontSrcDestroy = ImGui_ImplStbTrueType_FontSrcDestroy; + loader.FontSrcContainsGlyph = ImGui_ImplStbTrueType_FontSrcContainsGlyph; + loader.FontBakedInit = ImGui_ImplStbTrueType_FontBakedInit; + loader.FontBakedDestroy = NULL; + loader.FontBakedLoadGlyph = ImGui_ImplStbTrueType_FontBakedLoadGlyph; + return &loader; +} + +#endif // IMGUI_ENABLE_STB_TRUETYPE + //------------------------------------------------------------------------- // [SECTION] ImFontAtlas: glyph ranges helpers //------------------------------------------------------------------------- // - GetGlyphRangesDefault() +// Obsolete functions since 1.92: // - GetGlyphRangesGreek() // - GetGlyphRangesKorean() // - GetGlyphRangesChineseFull() @@ -3408,6 +4719,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesDefault() return &ranges[0]; } +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS const ImWchar* ImFontAtlas::GetGlyphRangesGreek() { static const ImWchar ranges[] = @@ -3657,6 +4969,7 @@ const ImWchar* ImFontAtlas::GetGlyphRangesVietnamese() }; return &ranges[0]; } +#endif // #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS //----------------------------------------------------------------------------- // [SECTION] ImFontGlyphRangesBuilder @@ -3700,10 +5013,29 @@ void ImFontGlyphRangesBuilder::BuildRanges(ImVector* out_ranges) // [SECTION] ImFont //----------------------------------------------------------------------------- +ImFontBaked::ImFontBaked() +{ + memset(this, 0, sizeof(*this)); + FallbackGlyphIndex = -1; +} + +void ImFontBaked::ClearOutputData() +{ + FallbackAdvanceX = 0.0f; + Glyphs.clear(); + IndexAdvanceX.clear(); + IndexLookup.clear(); + FallbackGlyphIndex = -1; + Ascent = Descent = 0.0f; + MetricsTotalSurface = 0; +} + ImFont::ImFont() { memset(this, 0, sizeof(*this)); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS Scale = 1.0f; +#endif } ImFont::~ImFont() @@ -3711,113 +5043,13 @@ ImFont::~ImFont() ClearOutputData(); } -void ImFont::ClearOutputData() +void ImFont::ClearOutputData() { - FontSize = 0.0f; - FallbackAdvanceX = 0.0f; - Glyphs.clear(); - IndexAdvanceX.clear(); - IndexLookup.clear(); - FallbackGlyph = NULL; - ContainerAtlas = NULL; - DirtyLookupTables = true; - Ascent = Descent = 0.0f; - MetricsTotalSurface = 0; + if (ImFontAtlas* atlas = ContainerAtlas) + ImFontAtlasFontDiscardBakes(atlas, this, 0); + FallbackChar = EllipsisChar = 0; memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); -} - -static ImWchar FindFirstExistingGlyph(ImFont* font, const ImWchar* candidate_chars, int candidate_chars_count) -{ - for (int n = 0; n < candidate_chars_count; n++) - if (font->FindGlyphNoFallback(candidate_chars[n]) != NULL) - return candidate_chars[n]; - return 0; -} - -void ImFont::BuildLookupTable() -{ - int max_codepoint = 0; - for (int i = 0; i != Glyphs.Size; i++) - max_codepoint = ImMax(max_codepoint, (int)Glyphs[i].Codepoint); - - // Build lookup table - IM_ASSERT(Glyphs.Size > 0 && "Font has not loaded glyph!"); - IM_ASSERT(Glyphs.Size < 0xFFFF); // -1 is reserved - IndexAdvanceX.clear(); - IndexLookup.clear(); - DirtyLookupTables = false; - memset(Used8kPagesMap, 0, sizeof(Used8kPagesMap)); - GrowIndex(max_codepoint + 1); - for (int i = 0; i < Glyphs.Size; i++) - { - int codepoint = (int)Glyphs[i].Codepoint; - IndexAdvanceX[codepoint] = Glyphs[i].AdvanceX; - IndexLookup[codepoint] = (ImU16)i; - - // Mark 4K page as used - const int page_n = codepoint / 8192; - Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); - } - - // Create a glyph to handle TAB - // FIXME: Needs proper TAB handling but it needs to be contextualized (or we could arbitrary say that each string starts at "column 0" ?) - if (FindGlyph((ImWchar)' ')) - { - if (Glyphs.back().Codepoint != '\t') // So we can call this function multiple times (FIXME: Flaky) - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& tab_glyph = Glyphs.back(); - tab_glyph = *FindGlyph((ImWchar)' '); - tab_glyph.Codepoint = '\t'; - tab_glyph.AdvanceX *= IM_TABSIZE; - IndexAdvanceX[(int)tab_glyph.Codepoint] = (float)tab_glyph.AdvanceX; - IndexLookup[(int)tab_glyph.Codepoint] = (ImU16)(Glyphs.Size - 1); - } - - // Mark special glyphs as not visible (note that AddGlyph already mark as non-visible glyphs with zero-size polygons) - if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)' ')) - glyph->Visible = false; - if (ImFontGlyph* glyph = (ImFontGlyph*)(void*)FindGlyph((ImWchar)'\t')) - glyph->Visible = false; - - // Setup Fallback character - const ImWchar fallback_chars[] = { (ImWchar)IM_UNICODE_CODEPOINT_INVALID, (ImWchar)'?', (ImWchar)' ' }; - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackChar = FindFirstExistingGlyph(this, fallback_chars, IM_ARRAYSIZE(fallback_chars)); - FallbackGlyph = FindGlyphNoFallback(FallbackChar); - if (FallbackGlyph == NULL) - { - FallbackGlyph = &Glyphs.back(); - FallbackChar = (ImWchar)FallbackGlyph->Codepoint; - } - } - FallbackAdvanceX = FallbackGlyph->AdvanceX; - for (int i = 0; i < max_codepoint + 1; i++) - if (IndexAdvanceX[i] < 0.0f) - IndexAdvanceX[i] = FallbackAdvanceX; - - // Setup Ellipsis character. It is required for rendering elided text. We prefer using U+2026 (horizontal ellipsis). - // However some old fonts may contain ellipsis at U+0085. Here we auto-detect most suitable ellipsis character. - // FIXME: Note that 0x2026 is rarely included in our font ranges. Because of this we are more likely to use three individual dots. - const ImWchar ellipsis_chars[] = { Sources->EllipsisChar, (ImWchar)0x2026, (ImWchar)0x0085 }; - const ImWchar dots_chars[] = { (ImWchar)'.', (ImWchar)0xFF0E }; - if (EllipsisChar == 0) - EllipsisChar = FindFirstExistingGlyph(this, ellipsis_chars, IM_ARRAYSIZE(ellipsis_chars)); - const ImWchar dot_char = FindFirstExistingGlyph(this, dots_chars, IM_ARRAYSIZE(dots_chars)); - if (EllipsisChar != 0) - { - EllipsisCharCount = 1; - EllipsisWidth = EllipsisCharStep = FindGlyph(EllipsisChar)->X1; - } - else if (dot_char != 0) - { - const ImFontGlyph* dot_glyph = FindGlyph(dot_char); - EllipsisChar = dot_char; - EllipsisCharCount = 3; - EllipsisCharStep = (float)(int)(dot_glyph->X1 - dot_glyph->X0) + 1.0f; - EllipsisWidth = ImMax(dot_glyph->AdvanceX, dot_glyph->X0 + EllipsisCharStep * 3.0f - 1.0f); // FIXME: Slightly odd for normally mono-space fonts but since this is used for trailing contents. - } + LastBaked = NULL; } // API is designed this way to avoid exposing the 8K page size @@ -3833,98 +5065,221 @@ bool ImFont::IsGlyphRangeUnused(unsigned int c_begin, unsigned int c_last) return true; } -void ImFont::GrowIndex(int new_size) -{ - IM_ASSERT(IndexAdvanceX.Size == IndexLookup.Size); - if (new_size <= IndexLookup.Size) - return; - IndexAdvanceX.resize(new_size, -1.0f); - IndexLookup.resize(new_size, (ImU16)-1); -} - // x0/y0/x1/y1 are offset from the character upper-left layout position, in pixels. Therefore x0/y0 are often fairly close to zero. // Not to be mistaken with texture coordinates, which are held by u0/v0/u1/v1 in normalized format (0.0..1.0 on each texture axis). -// 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. -void ImFont::AddGlyph(const ImFontConfig* src, ImWchar codepoint, float x0, float y0, float x1, float y1, float u0, float v0, float u1, float v1, float advance_x) +// - 'src' is not necessarily == 'this->Sources' because multiple source fonts+configs can be used to build one target font. +ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph) { + int glyph_idx = baked->Glyphs.Size; + baked->Glyphs.push_back(*in_glyph); + ImFontGlyph* glyph = &baked->Glyphs[glyph_idx]; + IM_ASSERT(baked->Glyphs.Size < 0xFFFE); // IndexLookup[] hold 16-bit values and -1/-2 are reserved. + + // Set UV from packed rectangle + if (glyph->PackId != ImFontAtlasRectId_Invalid) + { + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, glyph->PackId); + IM_ASSERT(glyph->U0 == 0.0f && glyph->V0 == 0.0f && glyph->U1 == 0.0f && glyph->V1 == 0.0f); + glyph->U0 = (r->x) * atlas->TexUvScale.x; + glyph->V0 = (r->y) * atlas->TexUvScale.y; + glyph->U1 = (r->x + r->w) * atlas->TexUvScale.x; + glyph->V1 = (r->y + r->h) * atlas->TexUvScale.y; + baked->MetricsTotalSurface += r->w * r->h; + } + if (src != NULL) { // Clamp & recenter if needed - const float advance_x_original = advance_x; - advance_x = ImClamp(advance_x, src->GlyphMinAdvanceX, src->GlyphMaxAdvanceX); - if (advance_x != advance_x_original) + const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float advance_x = ImClamp(glyph->AdvanceX, src->GlyphMinAdvanceX * offsets_scale, src->GlyphMaxAdvanceX * offsets_scale); + if (advance_x != glyph->AdvanceX) { - float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - advance_x_original) * 0.5f) : (advance_x - advance_x_original) * 0.5f; - x0 += char_off_x; - x1 += char_off_x; + float char_off_x = src->PixelSnapH ? ImTrunc((advance_x - glyph->AdvanceX) * 0.5f) : (advance_x - glyph->AdvanceX) * 0.5f; + glyph->X0 += char_off_x; + glyph->X1 += char_off_x; } // Snap to pixel if (src->PixelSnapH) advance_x = IM_ROUND(advance_x); - // Bake extra spacing - advance_x += src->GlyphExtraAdvanceX; + // Bake spacing + glyph->AdvanceX = advance_x + src->GlyphExtraAdvanceX; + } + if (glyph->Colored) + atlas->TexPixelsUseColors = atlas->TexData->UseColors = true; + + // Update lookup tables + const int codepoint = glyph->Codepoint; + ImFontBaked_BuildGrowIndex(baked, codepoint + 1); + baked->IndexAdvanceX[codepoint] = glyph->AdvanceX; + baked->IndexLookup[codepoint] = (ImU16)glyph_idx; + const int page_n = codepoint / 8192; + baked->ContainerFont->Used8kPagesMap[page_n >> 3] |= 1 << (page_n & 7); + + return glyph; +} + +// Copy to texture, post-process and queue update for backend +void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch) +{ + ImTextureData* tex = atlas->TexData; + IM_ASSERT(r->x + r->w <= tex->Width && r->y + r->h <= tex->Height); + ImFontAtlasTextureBlockConvert(src_pixels, src_fmt, src_pitch, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h); + ImFontAtlasPostProcessData pp_data = { atlas, baked->ContainerFont, src, baked, glyph, tex->GetPixelsAt(r->x, r->y), tex->Format, tex->GetPitch(), r->w, r->h }; + ImFontAtlasTextureBlockPostProcess(&pp_data); + ImFontAtlasTextureBlockQueueUpload(atlas, tex, r->x, r->y, r->w, r->h); +} + +void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint) +{ + RemapPairs.SetInt((ImGuiID)from_codepoint, (int)to_codepoint); +} + +// Find glyph, load if necessary, return fallback if missing +ImFontGlyph* ImFontBaked::FindGlyph(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return &Glyphs.Data[FallbackGlyphIndex]; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c); + return glyph ? glyph : &Glyphs.Data[FallbackGlyphIndex]; +} + +// Attempt to load but when missing, return NULL instead of FallbackGlyph +ImFontGlyph* ImFontBaked::FindGlyphNoFallback(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return NULL; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return &Glyphs.Data[i]; + } + LockLoadingFallback = true; // This is actually a rare call, not done in hot-loop, so we prioritize not adding extra cruft to ImFontBaked_BuildLoadGlyph() call sites. + ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c); + LockLoadingFallback = false; + return glyph; +} + +bool ImFontBaked::IsGlyphLoaded(ImWchar c) +{ + if (c < (size_t)IndexLookup.Size) IM_LIKELY + { + const int i = (int)IndexLookup.Data[c]; + if (i == IM_FONTGLYPH_INDEX_NOT_FOUND) + return false; + if (i != IM_FONTGLYPH_INDEX_UNUSED) + return true; + } + return false; +} + +// This is not fast query +bool ImFont::IsGlyphInFont(ImWchar c) +{ + ImFontAtlas* atlas = ContainerAtlas; + ImFontAtlas_FontHookRemapCodepoint(atlas, this, &c); + for (ImFontConfig* src : Sources) + { + const ImFontLoader* loader = src->FontLoader ? src->FontLoader : atlas->FontLoader; + if (loader->FontSrcContainsGlyph != NULL && loader->FontSrcContainsGlyph(atlas, src, c)) + return true; + } + return false; +} + +// This is manually inlined in CalcTextSizeA() and CalcWordWrapPosition(), with a non-inline call to BuildLoadGlyphGetAdvanceOrFallback(). +IM_MSVC_RUNTIME_CHECKS_OFF +float ImFontBaked::GetCharAdvance(ImWchar c) +{ + if ((int)c < IndexAdvanceX.Size) + { + // Missing glyphs fitting inside index will have stored FallbackAdvanceX already. + const float x = IndexAdvanceX.Data[c]; + if (x >= 0.0f) + return x; } - int glyph_idx = Glyphs.Size; - Glyphs.resize(Glyphs.Size + 1); - ImFontGlyph& glyph = Glyphs[glyph_idx]; - glyph.Codepoint = (unsigned int)codepoint; - glyph.Visible = (x0 != x1) && (y0 != y1); - glyph.Colored = false; - glyph.X0 = x0; - glyph.Y0 = y0; - glyph.X1 = x1; - glyph.Y1 = y1; - glyph.U0 = u0; - glyph.V0 = v0; - glyph.U1 = u1; - glyph.V1 = v1; - glyph.AdvanceX = advance_x; - IM_ASSERT(Glyphs.Size < 0xFFFF); // IndexLookup[] hold 16-bit values and -1 is reserved. + // Same as BuildLoadGlyphGetAdvanceOrFallback(): + const ImFontGlyph* glyph = ImFontBaked_BuildLoadGlyph(this, c); + return glyph ? glyph->AdvanceX : FallbackAdvanceX; +} +IM_MSVC_RUNTIME_CHECKS_RESTORE - // Compute rough surface usage metrics (+1 to account for average padding, +0.99 to round) - // We use (U1-U0)*TexWidth instead of X1-X0 to account for oversampling. - float pad = ContainerAtlas->TexGlyphPadding + 0.99f; - DirtyLookupTables = true; - MetricsTotalSurface += (int)((glyph.U1 - glyph.U0) * ContainerAtlas->TexWidth + pad) * (int)((glyph.V1 - glyph.V0) * ContainerAtlas->TexHeight + pad); +ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density) +{ + struct { ImGuiID FontId; float BakedSize; float RasterizerDensity; } hashed_data; + hashed_data.FontId = font_id; + hashed_data.BakedSize = baked_size; + hashed_data.RasterizerDensity = rasterizer_density; + return ImHashData(&hashed_data, sizeof(hashed_data)); } -void ImFont::AddRemapChar(ImWchar from_codepoint, ImWchar to_codepoint, bool overwrite_dst) +// ImFontBaked pointers are valid for the entire frame but shall never be kept between frames. +ImFontBaked* ImFont::GetFontBaked(float size, float density) { - IM_ASSERT(IndexLookup.Size > 0); // Currently this can only be called AFTER the font has been built, aka after calling ImFontAtlas::GetTexDataAs*() function. - unsigned int index_size = (unsigned int)IndexLookup.Size; + ImFontBaked* baked = LastBaked; - if (from_codepoint < index_size && IndexLookup.Data[from_codepoint] == (ImU16)-1 && !overwrite_dst) // 'from_codepoint' already exists - return; - if (to_codepoint >= index_size && from_codepoint >= index_size) // both 'from_codepoint' and 'to_codepoint' don't exist -> no-op - return; + // Round font size + // - ImGui::PushFontSize() will already round, but other paths calling GetFontBaked() directly also needs it (e.g. ImFontAtlasBuildPreloadAllGlyphRanges) + size = ImGui::GetRoundedFontSize(size); - GrowIndex(from_codepoint + 1); - IndexLookup[from_codepoint] = (to_codepoint < index_size) ? IndexLookup.Data[to_codepoint] : (ImU16)-1; - IndexAdvanceX[from_codepoint] = (to_codepoint < index_size) ? IndexAdvanceX.Data[to_codepoint] : 1.0f; -} + if (density < 0.0f) + density = CurrentRasterizerDensity; + if (baked && baked->Size == size && baked->RasterizerDensity == density) + return baked; -// Find glyph, return fallback if missing -ImFontGlyph* ImFont::FindGlyph(ImWchar c) -{ - if (c >= (size_t)IndexLookup.Size) - return FallbackGlyph; - const ImU16 i = IndexLookup.Data[c]; - if (i == (ImU16)-1) - return FallbackGlyph; - return &Glyphs.Data[i]; -} - -ImFontGlyph* ImFont::FindGlyphNoFallback(ImWchar c) -{ - if (c >= (size_t)IndexLookup.Size) + ImFontAtlas* atlas = ContainerAtlas; + ImFontAtlasBuilder* builder = atlas->Builder; + baked = ImFontAtlasBakedGetOrAdd(atlas, this, size, density); + if (baked == NULL) return NULL; - const ImU16 i = IndexLookup.Data[c]; - if (i == (ImU16)-1) - return NULL; - return &Glyphs.Data[i]; + baked->LastUsedFrame = builder->FrameCount; + LastBaked = baked; + return baked; +} + +ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density) +{ + // FIXME-NEWATLAS: Design for picking a nearest size based on some criteria? + // FIXME-NEWATLAS: Altering font density won't work right away. + IM_ASSERT(font_size > 0.0f && font_rasterizer_density > 0.0f); + ImGuiID baked_id = ImFontAtlasBakedGetId(font->FontId, font_size, font_rasterizer_density); + ImFontAtlasBuilder* builder = atlas->Builder; + ImFontBaked** p_baked_in_map = (ImFontBaked**)builder->BakedMap.GetVoidPtrRef(baked_id); + ImFontBaked* baked = *p_baked_in_map; + if (baked != NULL) + { + IM_ASSERT(baked->Size == font_size && baked->ContainerFont == font && baked->BakedId == baked_id); + return baked; + } + + // If atlas is locked, find closest match + // FIXME-OPT: This is not an optimal query. + if ((font->Flags & ImFontFlags_LockBakedSizes) || atlas->Locked) + { + baked = ImFontAtlasBakedGetClosestMatch(atlas, font, font_size, font_rasterizer_density); + if (baked != NULL) + return baked; + if (atlas->Locked) + { + IM_ASSERT(!atlas->Locked && "Cannot use dynamic font size with a locked ImFontAtlas!"); // Locked because rendering backend does not support ImGuiBackendFlags_RendererHasTextures! + return NULL; + } + } + + // Create new + baked = ImFontAtlasBakedAdd(atlas, font, font_size, font_rasterizer_density, baked_id); + *p_baked_in_map = baked; // To avoid 'builder->BakedMap.SetVoidPtr(baked_id, baked);' while we can. + return baked; } // Trim trailing space and find beginning of next line @@ -3937,8 +5292,6 @@ static inline const char* CalcWordWrapNextLineStartA(const char* text, const cha return text; } -#define ImFontGetCharAdvanceX(_FONT, _CH) ((int)(_CH) < (_FONT)->IndexAdvanceX.Size ? (_FONT)->IndexAdvanceX.Data[_CH] : (_FONT)->FallbackAdvanceX) - // Simple word-wrapping for English, not full-featured. Please submit failing cases! // This will return the next location to wrap from. If no wrapping if necessary, this will fast-forward to e.g. text_end. // FIXME: Much possible improvements (don't cut things like "word !", "word!!!" but cut within "word,,,,", more sensible support for punctuations, support for Unicode punctuations, etc.) @@ -3955,10 +5308,13 @@ const char* ImFont::CalcWordWrapPosition(float size, const char* text, const cha // Cut words that cannot possibly fit within one line. // e.g.: "The tropical fish" with ~5 characters worth of width --> "The tr" "opical" "fish" + + ImFontBaked* baked = GetFontBaked(size); + const float scale = size / baked->Size; + float line_width = 0.0f; float word_width = 0.0f; float blank_width = 0.0f; - const float scale = size / FontSize; wrap_width /= scale; // We work with unscaled widths to avoid scaling every characters const char* word_end = text; @@ -3992,7 +5348,11 @@ const char* ImFont::CalcWordWrapPosition(float size, const char* text, const cha } } - const float char_width = ImFontGetCharAdvanceX(this, c); + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + if (ImCharIsBlankW(c)) { if (inside_word) @@ -4047,7 +5407,8 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons text_end = text_begin + ImStrlen(text_begin); // FIXME-OPT: Need to avoid this. const float line_height = size; - const float scale = size / FontSize; + ImFontBaked* baked = GetFontBaked(size); + const float scale = size / baked->Size; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; @@ -4097,7 +5458,12 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons continue; } - const float char_width = ImFontGetCharAdvanceX(this, c) * scale; + // Optimized inline version of 'float char_width = GetCharAdvance((ImWchar)c);' + float char_width = (c < (unsigned int)baked->IndexAdvanceX.Size) ? baked->IndexAdvanceX.Data[c] : -1.0f; + if (char_width < 0.0f) + char_width = BuildLoadGlyphGetAdvanceOrFallback(baked, c); + char_width *= scale; + if (line_width + char_width >= max_width) { s = prev_s; @@ -4122,12 +5488,13 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons // Note: as with every ImDrawList drawing function, this expects that the font atlas texture is bound. void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, ImWchar c, const ImVec4* cpu_fine_clip) { - const ImFontGlyph* glyph = FindGlyph(c); + ImFontBaked* baked = GetFontBaked(size); + const ImFontGlyph* glyph = baked->FindGlyph(c); if (!glyph || !glyph->Visible) return; if (glyph->Colored) col |= ~IM_COL32_A_MASK; - float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f; + float scale = (size >= 0.0f) ? (size / baked->Size) : 1.0f; float x = IM_TRUNC(pos.x); float y = IM_TRUNC(pos.y); @@ -4161,6 +5528,7 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, const ImVec2& pos, Im void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, ImU32 col, const ImVec4& clip_rect, const char* text_begin, const char* text_end, float wrap_width, bool cpu_fine_clip) { // Align to be pixel perfect +begin: float x = IM_TRUNC(pos.x); float y = IM_TRUNC(pos.y); if (y > clip_rect.w) @@ -4169,8 +5537,10 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im if (!text_end) text_end = text_begin + ImStrlen(text_begin); // ImGui:: functions generally already provides a valid text_end, so this is merely to handle direct calls. - const float scale = size / FontSize; - const float line_height = FontSize * scale; + const float line_height = size; + ImFontBaked* baked = GetFontBaked(size); + + const float scale = size / baked->Size; const float origin_x = x; const bool word_wrap_enabled = (wrap_width > 0.0f); @@ -4213,6 +5583,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im return; // Reserve vertices for remaining worse case (over-reserving is useful and easily amortized) + const int cmd_count = draw_list->CmdBuffer.Size; const int vtx_count_max = (int)(text_end - s) * 4; const int idx_count_max = (int)(text_end - s) * 6; const int idx_expected_size = draw_list->IdxBuffer.Size + idx_count_max; @@ -4265,7 +5636,7 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im continue; } - const ImFontGlyph* glyph = FindGlyph((ImWchar)c); + const ImFontGlyph* glyph = baked->FindGlyph((ImWchar)c); if (glyph == NULL) continue; @@ -4335,6 +5706,18 @@ void ImFont::RenderText(ImDrawList* draw_list, float size, const ImVec2& pos, Im x += char_width; } + // Edge case: calling RenderText() with unloaded glyphs triggering texture change. It doesn't happen via ImGui:: calls because CalcTextSize() is always used. + if (cmd_count != draw_list->CmdBuffer.Size) + { + IM_ASSERT(draw_list->CmdBuffer[draw_list->CmdBuffer.Size - 1].ElemCount == 0); + draw_list->CmdBuffer.pop_back(); + draw_list->PrimUnreserve(idx_count_max, vtx_count_max); + draw_list->AddDrawCmd(); + goto begin; + //RenderText(draw_list, size, pos, col, clip_rect, text_begin, text_end, wrap_width, cpu_fine_clip); // FIXME-OPT: Would a 'goto begin' be better for code-gen? + //return; + } + // Give back unused vertices (clipped ones, blanks) ~ this is essentially a PrimUnreserve() action. draw_list->VtxBuffer.Size = (int)(vtx_write - draw_list->VtxBuffer.Data); // Same as calling shrink() draw_list->IdxBuffer.Size = (int)(idx_write - draw_list->IdxBuffer.Data); diff --git a/imgui_internal.h b/imgui_internal.h index d534c770c..1de5cf4fc 100644 --- a/imgui_internal.h +++ b/imgui_internal.h @@ -37,6 +37,7 @@ Index of this file: // [SECTION] Tab bar, Tab item support // [SECTION] Table support // [SECTION] ImGui internal API +// [SECTION] ImFontLoader // [SECTION] ImFontAtlas internal API // [SECTION] Test Engine specific hooks (imgui_test_engine) @@ -132,7 +133,7 @@ Index of this file: //----------------------------------------------------------------------------- // Utilities -// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImPool<>, ImChunkStream<>) +// (other types which are not forwarded declared are: ImBitArray<>, ImSpan<>, ImSpanAllocator<>, ImStableVector<>, ImPool<>, ImChunkStream<>) struct ImBitVector; // Store 1-bit per value struct ImRect; // An axis-aligned rectangle (2 points) struct ImGuiTextIndex; // Maintain a line index for a text buffer. @@ -140,6 +141,9 @@ struct ImGuiTextIndex; // Maintain a line index for a text buffer. // ImDrawList/ImFontAtlas struct ImDrawDataBuilder; // Helper to build a ImDrawData instance struct ImDrawListSharedData; // Data shared between all ImDrawList instances +struct ImFontAtlasBuilder; // Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasPostProcessData; // Data available to potential texture post-processing functions +struct ImFontAtlasRectEntry; // Packed rectangle lookup entry // ImGui struct ImGuiBoxSelectState; // Box-selection state (currently used by multi-selection, could potentially be used by others) @@ -251,7 +255,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer #define IMGUI_DEBUG_LOG_SELECTION(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventSelection) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_CLIPPER(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventClipper) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_IO(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) -#define IMGUI_DEBUG_LOG_FONT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) +#define IMGUI_DEBUG_LOG_FONT(...) do { ImGuiContext* g2 = GImGui; if (g2 && g2->DebugLogFlags & ImGuiDebugLogFlags_EventFont) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) // Called from ImFontAtlas function which may operate without a context. #define IMGUI_DEBUG_LOG_INPUTROUTING(...) do{if (g.DebugLogFlags & ImGuiDebugLogFlags_EventInputRouting)IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_DOCKING(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventDocking) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) #define IMGUI_DEBUG_LOG_VIEWPORT(...) do { if (g.DebugLogFlags & ImGuiDebugLogFlags_EventViewport) IMGUI_DEBUG_LOG(__VA_ARGS__); } while (0) @@ -363,6 +367,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit context pointer // - Helper: ImBitArray // - Helper: ImBitVector // - Helper: ImSpan<>, ImSpanAllocator<> +// - Helper: ImStableVector<> // - Helper: ImPool<> // - Helper: ImChunkStream<> // - Helper: ImGuiTextIndex @@ -394,6 +399,7 @@ IMGUI_API int ImStricmp(const char* str1, const char* str2); IMGUI_API int ImStrnicmp(const char* str1, const char* str2, size_t count); // Case insensitive compare to a certain count. IMGUI_API void ImStrncpy(char* dst, const char* src, size_t count); // Copy to a certain count and always zero terminate (strncpy doesn't). IMGUI_API char* ImStrdup(const char* str); // Duplicate a string. +IMGUI_API void* ImMemdup(const void* src, size_t size); // Duplicate a chunk of memory. IMGUI_API char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* str); // Copy in provided buffer, recreate buffer if needed. IMGUI_API const char* ImStrchrRange(const char* str_begin, const char* str_end, char c); // Find first occurrence of 'c' in string range. IMGUI_API const char* ImStreolRange(const char* str, const char* str_end); // End end-of-line @@ -541,6 +547,14 @@ struct ImVec1 constexpr ImVec1(float _x) : x(_x) { } }; +// Helper: ImVec2i (2D vector, integer) +struct ImVec2i +{ + int x, y; + constexpr ImVec2i() : x(0), y(0) {} + constexpr ImVec2i(int _x, int _y) : x(_x), y(_y) {} +}; + // Helper: ImVec2ih (2D vector, half-size integer, for long-term packed storage) struct ImVec2ih { @@ -692,6 +706,39 @@ struct ImSpanAllocator inline void GetSpan(int n, ImSpan* span) { span->set((T*)GetSpanPtrBegin(n), (T*)GetSpanPtrEnd(n)); } }; +// Helper: ImStableVector<> +// Allocating chunks of BLOCK_SIZE items. Objects pointers are never invalidated when growing, only by clear(). +// Important: does not destruct anything! +// Implemented only the minimum set of functions we need for it. +template +struct ImStableVector +{ + int Size = 0; + int Capacity = 0; + ImVector Blocks; + + // Functions + inline ~ImStableVector() { for (T* block : Blocks) IM_FREE(block); } + + inline void clear() { Size = Capacity = 0; Blocks.clear_delete(); } + inline void resize(int new_size) { if (new_size > Capacity) reserve(new_size); Size = new_size; } + inline void reserve(int new_cap) + { + new_cap = IM_MEMALIGN(new_cap, BLOCK_SIZE); + int old_count = Capacity / BLOCK_SIZE; + int new_count = new_cap / BLOCK_SIZE; + if (new_count <= old_count) + return; + Blocks.resize(new_count); + for (int n = old_count; n < new_count; n++) + Blocks[n] = (T*)IM_ALLOC(sizeof(T) * BLOCK_SIZE); + Capacity = new_cap; + } + inline T& operator[](int i) { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } + inline const T& operator[](int i) const { IM_ASSERT(i >= 0 && i < Size); return Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; } + inline T* push_back(const T& v) { int i = Size; IM_ASSERT(i >= 0); if (Size == Capacity) reserve(Capacity + BLOCK_SIZE); void* ptr = &Blocks[i / BLOCK_SIZE][i % BLOCK_SIZE]; memcpy(ptr, &v, sizeof(v)); Size++; return (T*)ptr; } +}; + // Helper: ImPool<> // Basic keyed storage for contiguous instances, slow/amortized insertion, O(1) indexable, O(Log N) queries by ID over a dense/hot buffer, // Honor constructor/destructor. Add/remove invalidate all pointers. Indexes have the same lifetime as the associated object. @@ -800,8 +847,8 @@ IMGUI_API ImGuiStoragePair* ImLowerBound(ImGuiStoragePair* in_begin, ImGuiStorag // You may want to create your own instance of you try to ImDrawList completely without ImGui. In that case, watch out for future changes to this structure. struct IMGUI_API ImDrawListSharedData { - ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas - const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas + ImVec2 TexUvWhitePixel; // UV of white pixel in the atlas (== FontAtlas->TexUvWhitePixel) + const ImVec4* TexUvLines; // UV of anti-aliased lines in the atlas (== FontAtlas->TexUvLines) ImFont* Font; // Current/default font (optional, for simplified AddText overload) float FontSize; // Current/default font size (optional, for simplified AddText overload) float FontScale; // Current/default font scale (== FontSize / Font->FontSize) @@ -811,6 +858,8 @@ struct IMGUI_API ImDrawListSharedData ImDrawListFlags InitialFlags; // Initial flags at the beginning of the frame (it is possible to alter flags on a per-drawlist basis afterwards) ImVec4 ClipRectFullscreen; // Value for PushClipRectFullscreen() ImVector TempBuffer; // Temporary write buffer + ImVector DrawLists; // All draw lists associated to this ImDrawListSharedData + ImGuiContext* Context; // [OPTIONAL] Link to Dear ImGui context. 99% of ImDrawList/ImFontAtlas can function without an ImGui context, but this facilitate handling one legacy edge case. // Lookup tables ImVec2 ArcFastVtx[IM_DRAWLIST_ARCFAST_TABLE_SIZE]; // Sample points on the quarter of the circle. @@ -818,6 +867,7 @@ struct IMGUI_API ImDrawListSharedData ImU8 CircleSegmentCounts[64]; // Precomputed segment count for given radius before we calculate it dynamically (to avoid calculation overhead) ImDrawListSharedData(); + ~ImDrawListSharedData(); void SetCircleTessellationMaxError(float max_error); }; @@ -829,6 +879,13 @@ struct ImDrawDataBuilder ImDrawDataBuilder() { memset(this, 0, sizeof(*this)); } }; +struct ImFontStackData +{ + ImFont* Font; + float FontSizeBeforeScaling; // ~~ style.FontSizeBase + float FontSizeAfterScaling; // ~~ g.FontSize +}; + //----------------------------------------------------------------------------- // [SECTION] Style support //----------------------------------------------------------------------------- @@ -2210,6 +2267,7 @@ struct ImGuiMetricsConfig bool ShowDrawCmdMesh = true; bool ShowDrawCmdBoundingBoxes = true; bool ShowTextEncodingViewer = false; + bool ShowTextureUsedRect = false; bool ShowDockingNodes = false; int ShowWindowsRectsType = -1; int ShowTablesRectsType = -1; @@ -2268,16 +2326,18 @@ struct ImGuiContextHook struct ImGuiContext { bool Initialized; - bool FontAtlasOwnedByContext; // IO.Fonts-> is owned by the ImGuiContext and will be destructed along with it. ImGuiIO IO; ImGuiPlatformIO PlatformIO; ImGuiStyle Style; ImGuiConfigFlags ConfigFlagsCurrFrame; // = g.IO.ConfigFlags at the time of NewFrame() ImGuiConfigFlags ConfigFlagsLastFrame; - ImFont* Font; // (Shortcut) == FontStack.empty() ? IO.Font : FontStack.back() - float FontSize; // (Shortcut) == FontBaseSize * g.CurrentWindow->FontWindowScale == window->FontSize(). Text height for current window. - float FontBaseSize; // (Shortcut) == IO.FontGlobalScale * Font->Scale * Font->FontSize. Base text height. - float FontScale; // == FontSize / Font->FontSize + ImVector FontAtlases; // List of font atlases used by the context (generally only contains g.IO.Fonts aka the main font atlas) + ImFont* Font; // Currently bound font. (== FontStack.back().Font) + ImFontBaked* FontBaked; // Currently bound font at currently bound size. (== Font->GetFontBaked(FontSize)) + float FontSize; // Currently bound font size == line height (== FontSizeBase + externals scales applied in the UpdateCurrentFontSize() function). + float FontSizeBase; // Font size before scaling == style.FontSizeBase == value passed to PushFont() / PushFontSize() when specified. + float FontBakedScale; // == FontBaked->Size / FontSize. Scale factor over baked size. Rarely used nowadays, very often == 1.0f. + float FontRasterizerDensity; // Current font density. Used by all calls to GetFontBaked(). float CurrentDpiScale; // Current window/viewport DpiScale == CurrentViewport->DpiScale ImDrawListSharedData DrawListSharedData; double Time; @@ -2380,7 +2440,7 @@ struct ImGuiContext ImGuiCol DebugFlashStyleColorIdx; // (Keep close to ColorStack to share cache line) ImVector ColorStack; // Stack for PushStyleColor()/PopStyleColor() - inherited by Begin() ImVector StyleVarStack; // Stack for PushStyleVar()/PopStyleVar() - inherited by Begin() - ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() + ImVector FontStack; // Stack for PushFont()/PopFont() - inherited by Begin() ImVector FocusScopeStack; // Stack for PushFocusScope()/PopFocusScope() - inherited by BeginChild(), pushed into by Begin() ImVector ItemFlagsStack; // Stack for PushItemFlag()/PopItemFlag() - inherited by Begin() ImVector GroupStack; // Stack for BeginGroup()/EndGroup() - not inherited by Begin() @@ -2536,7 +2596,8 @@ struct ImGuiContext // Widget state ImGuiInputTextState InputTextState; ImGuiInputTextDeactivatedState InputTextDeactivatedState; - ImFont InputTextPasswordFont; + ImFontBaked InputTextPasswordFontBackupBaked; + ImFontFlags InputTextPasswordFontBackupFlags; ImGuiID TempInputId; // Temporary text input when CTRL+clicking on a slider, etc. ImGuiDataTypeStorage DataTypeZeroValue; // 0 for all data types int BeginMenuDepth; @@ -2573,6 +2634,7 @@ struct ImGuiContext // Extensions // FIXME: We could provide an API to register one slot in an array held in ImGuiContext? + ImVector UserTextures; // List of textures created/managed by user or third-party extension. Automatically appended into platform_io.Textures[]. ImGuiDockContext DockContext; void (*DockNodeWindowMenuHandler)(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar); @@ -2857,9 +2919,11 @@ public: // We don't use g.FontSize because the window may be != g.CurrentWindow. ImRect Rect() const { return ImRect(Pos.x, Pos.y, Pos.x + Size.x, Pos.y + Size.y); } - float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontBaseSize * FontWindowScale * FontDpiScale * FontWindowScaleParents; } ImRect TitleBarRect() const { return ImRect(Pos, ImVec2(Pos.x + SizeFull.x, Pos.y + TitleBarHeight)); } ImRect MenuBarRect() const { float y1 = Pos.y + TitleBarHeight; return ImRect(Pos.x, y1, Pos.x + SizeFull.x, y1 + MenuBarHeight); } + + // [Obsolete] ImGuiWindow::CalcFontSize() was removed in 1.92.x because error-prone/misleading. You can use window->FontRefSize for a copy of g.FontSize at the time of the last Begin() call for this window. + //float CalcFontSize() const { ImGuiContext& g = *Ctx; return g.FontSizeBase * FontWindowScale * FontDpiScale * FontWindowScaleParents; }; //----------------------------------------------------------------------------- @@ -3283,9 +3347,18 @@ namespace ImGui IMGUI_API void SetNextWindowRefreshPolicy(ImGuiWindowRefreshFlags flags); // Fonts, drawing - IMGUI_API void SetCurrentFont(ImFont* font); - inline ImFont* GetDefaultFont() { ImGuiContext& g = *GImGui; return g.IO.FontDefault ? g.IO.FontDefault : g.IO.Fonts->Fonts[0]; } + IMGUI_API void RegisterUserTexture(ImTextureData* tex); // Register external texture + IMGUI_API void UnregisterUserTexture(ImTextureData* tex); + IMGUI_API void RegisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void UnregisterFontAtlas(ImFontAtlas* atlas); + IMGUI_API void SetCurrentFont(ImFont* font, float font_size_before_scaling, float font_size_after_scaling); + IMGUI_API void UpdateCurrentFontSize(float restore_font_size_after_scaling); + IMGUI_API void SetFontRasterizerDensity(float rasterizer_density); + inline float GetFontRasterizerDensity() { return GImGui->FontRasterizerDensity; } + inline float GetRoundedFontSize(float size) { return IM_ROUND(size); } + IMGUI_API ImFont* GetDefaultFont(); IMGUI_API void PushPasswordFont(); + IMGUI_API void PopPasswordFont(); inline ImDrawList* GetForegroundDrawList(ImGuiWindow* window) { return GetForegroundDrawList(window->Viewport); } IMGUI_API void AddDrawListToDrawDataEx(ImDrawData* draw_data, ImVector* out_list, ImDrawList* draw_list); @@ -3754,7 +3827,7 @@ namespace ImGui // Widgets IMGUI_API bool ButtonEx(const char* label, const ImVec2& size_arg = ImVec2(0, 0), ImGuiButtonFlags flags = 0); IMGUI_API bool ArrowButtonEx(const char* str_id, ImGuiDir dir, ImVec2 size_arg, ImGuiButtonFlags flags = 0); - IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); + IMGUI_API bool ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags = 0); IMGUI_API void SeparatorEx(ImGuiSeparatorFlags flags, float thickness = 1.0f); IMGUI_API void SeparatorTextEx(ImGuiID id, const char* label, const char* label_end, float extra_width); IMGUI_API bool CheckboxFlags(const char* label, ImS64* flags, ImS64 flags_value); @@ -3861,7 +3934,9 @@ namespace ImGui IMGUI_API void DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label); IMGUI_API void DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb); IMGUI_API void DebugNodeFont(ImFont* font); + IMGUI_API void DebugNodeFontGlyphesForSrcMask(ImFont* font, ImFontBaked* baked, int src_mask); IMGUI_API void DebugNodeFontGlyph(ImFont* font, const ImFontGlyph* glyph); + IMGUI_API void DebugNodeTexture(ImTextureData* tex, int int_id, const ImFontAtlasRect* highlight_rect = NULL); // ID used to facilitate persisting the "current" texture. IMGUI_API void DebugNodeStorage(ImGuiStorage* storage, const char* label); IMGUI_API void DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label); IMGUI_API void DebugNodeTable(ImGuiTable* table); @@ -3895,31 +3970,188 @@ namespace ImGui } // namespace ImGui +//----------------------------------------------------------------------------- +// [SECTION] ImFontLoader +//----------------------------------------------------------------------------- + +// Hooks and storage for a given font backend. +// This structure is likely to evolve as we add support for incremental atlas updates. +// Conceptually this could be public, but API is still going to be evolve. +struct ImFontLoader +{ + const char* Name; + bool (*LoaderInit)(ImFontAtlas* atlas); + void (*LoaderShutdown)(ImFontAtlas* atlas); + bool (*FontSrcInit)(ImFontAtlas* atlas, ImFontConfig* src); + void (*FontSrcDestroy)(ImFontAtlas* atlas, ImFontConfig* src); + bool (*FontSrcContainsGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint); + bool (*FontBakedInit)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + void (*FontBakedDestroy)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src); + bool (*FontBakedLoadGlyph)(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph); + + // Size of backend data, Per Baked * Per Source. Buffers are managed by core to avoid excessive allocations. + // FIXME: At this point the two other types of buffers may be managed by core to be consistent? + size_t FontBakedSrcLoaderDataSize; + + ImFontLoader() { memset(this, 0, sizeof(*this)); } +}; + +#ifdef IMGUI_ENABLE_STB_TRUETYPE +IMGUI_API const ImFontLoader* ImFontAtlasGetFontLoaderForStbTruetype(); +#endif +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +typedef ImFontLoader ImFontBuilderIO; // [renamed/changed in 1.92] The types are not actually compatible but we provide this as a compile-time error report helper. +#endif + //----------------------------------------------------------------------------- // [SECTION] ImFontAtlas internal API //----------------------------------------------------------------------------- -// This structure is likely to evolve as we add support for incremental atlas updates. -// Conceptually this could be in ImGuiPlatformIO, but we are far from ready to make this public. -struct ImFontBuilderIO +// Helpers: ImTextureRef ==/!= operators provided as convenience +// (note that _TexID and _TexData are never set simultaneously) +static inline bool operator==(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID == rhs._TexID && lhs._TexData == rhs._TexData; } +static inline bool operator!=(const ImTextureRef& lhs, const ImTextureRef& rhs) { return lhs._TexID != rhs._TexID || lhs._TexData != rhs._TexData; } + +// Refer to ImFontAtlasPackGetRect() to better understand how this works. +#define ImFontAtlasRectId_IndexMask_ (0x000FFFFF) // 20-bits: index to access builder->RectsIndex[]. +#define ImFontAtlasRectId_GenerationMask_ (0x3FF00000) // 10-bits: entry generation, so each ID is unique and get can safely detected old identifiers. +#define ImFontAtlasRectId_GenerationShift_ (20) +inline int ImFontAtlasRectId_GetIndex(ImFontAtlasRectId id) { return id & ImFontAtlasRectId_IndexMask_; } +inline int ImFontAtlasRectId_GetGeneration(ImFontAtlasRectId id) { return (id & ImFontAtlasRectId_GenerationMask_) >> ImFontAtlasRectId_GenerationShift_; } +inline ImFontAtlasRectId ImFontAtlasRectId_Make(int index_idx, int gen_idx) { IM_ASSERT(index_idx < ImFontAtlasRectId_IndexMask_ && gen_idx < (ImFontAtlasRectId_GenerationMask_ >> ImFontAtlasRectId_GenerationShift_)); return (ImFontAtlasRectId)(index_idx | (gen_idx << ImFontAtlasRectId_GenerationShift_)); } + +// Packed rectangle lookup entry (we need an indirection to allow removing/reordering rectangles) +// User are returned ImFontAtlasRectId values which are meant to be persistent. +// We handle this with an indirection. While Rects[] may be in theory shuffled, compacted etc., RectsIndex[] cannot it is keyed by ImFontAtlasRectId. +// RectsIndex[] is used both as an index into Rects[] and an index into itself. This is basically a free-list. See ImFontAtlasBuildAllocRectIndexEntry() code. +// Having this also makes it easier to e.g. sort rectangles during repack. +struct ImFontAtlasRectEntry { - bool (*FontBuilder_Build)(ImFontAtlas* atlas); + int TargetIndex : 20; // When Used: ImFontAtlasRectId -> into Rects[]. When unused: index to next unused RectsIndex[] slot to consume free-list. + int Generation : 10; // Increased each time the entry is reused for a new rectangle. + unsigned int IsUsed : 1; }; -// Helper for font builder -#ifdef IMGUI_ENABLE_STB_TRUETYPE -IMGUI_API const ImFontBuilderIO* ImFontAtlasGetBuilderForStbTruetype(); +// Data available to potential texture post-processing functions +struct ImFontAtlasPostProcessData +{ + ImFontAtlas* FontAtlas; + ImFont* Font; + ImFontConfig* FontSrc; + ImFontBaked* FontBaked; + ImFontGlyph* Glyph; + + // Pixel data + unsigned char* Pixels; + ImTextureFormat Format; + int Pitch; + int Width; + int Height; +}; + +// We avoid dragging imstb_rectpack.h into public header (partly because binding generators are having issues with it) +#ifdef IMGUI_STB_NAMESPACE +namespace IMGUI_STB_NAMESPACE { struct stbrp_node; } +typedef IMGUI_STB_NAMESPACE::stbrp_node stbrp_node_im; +#else +struct stbrp_node; +typedef stbrp_node stbrp_node_im; +#endif +struct stbrp_context_opaque { char data[80]; }; + +// Internal storage for incrementally packing and building a ImFontAtlas +struct ImFontAtlasBuilder +{ + stbrp_context_opaque PackContext; // Actually 'stbrp_context' but we don't want to define this in the header file. + ImVector PackNodes; + ImVector Rects; + ImVector RectsIndex; // ImFontAtlasRectId -> index into Rects[] + ImVector TempBuffer; // Misc scratch buffer + int RectsIndexFreeListStart;// First unused entry + int RectsPackedCount; // Number of packed rectangles. + int RectsPackedSurface; // Number of packed pixels. Used when compacting to heuristically find the ideal texture size. + int RectsDiscardedCount; + int RectsDiscardedSurface; + int FrameCount; // Current frame count + ImVec2i MaxRectSize; // Largest rectangle to pack (de-facto used as a "minimum texture size") + ImVec2i MaxRectBounds; // Bottom-right most used pixels + bool LockDisableResize; // Disable resizing texture + bool PreloadedAllGlyphsRanges; // Set when missing ImGuiBackendFlags_RendererHasTextures features forces atlas to preload everything. + + // Cache of all ImFontBaked + ImStableVector BakedPool; + ImGuiStorage BakedMap; // BakedId --> ImFontBaked* + int BakedDiscardedCount; + + // Custom rectangle identifiers + ImFontAtlasRectId PackIdMouseCursors; // White pixel + mouse cursors. Also happen to be fallback in case of packing failure. + ImFontAtlasRectId PackIdLinesTexData; + + ImFontAtlasBuilder() { memset(this, 0, sizeof(*this)); FrameCount = -1; RectsIndexFreeListStart = -1; PackIdMouseCursors = PackIdLinesTexData = -1; } +}; + +IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildDestroy(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildMain(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildSetupFontLoader(ImFontAtlas* atlas, const ImFontLoader* font_loader); +IMGUI_API void ImFontAtlasBuildUpdatePointers(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasBuildRenderBitmapFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char); +IMGUI_API void ImFontAtlasBuildClear(ImFontAtlas* atlas); // Clear output and custom rects + +IMGUI_API ImTextureData* ImFontAtlasTextureAdd(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureMakeSpace(ImFontAtlas* atlas); +IMGUI_API void ImFontAtlasTextureRepack(ImFontAtlas* atlas, int w, int h); +IMGUI_API void ImFontAtlasTextureGrow(ImFontAtlas* atlas, int old_w = -1, int old_h = -1); +IMGUI_API void ImFontAtlasTextureCompact(ImFontAtlas* atlas); +IMGUI_API ImVec2i ImFontAtlasTextureGetSizeEstimate(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasBuildSetupFontSpecialGlyphs(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasBuildLegacyPreloadAllGlyphRanges(ImFontAtlas* atlas); // Legacy +IMGUI_API void ImFontAtlasBuildGetOversampleFactors(ImFontConfig* src, ImFontBaked* baked, int* out_oversample_h, int* out_oversample_v); +IMGUI_API void ImFontAtlasBuildDiscardBakes(ImFontAtlas* atlas, int unused_frames); + +IMGUI_API bool ImFontAtlasFontSourceInit(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontSourceAddToFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src); +IMGUI_API void ImFontAtlasFontDestroySourceData(ImFontAtlas* atlas, ImFontConfig* src); +IMGUI_API bool ImFontAtlasFontInitOutput(ImFontAtlas* atlas, ImFont* font); // Using FontDestroyOutput/FontInitOutput sequence useful notably if font loader params have changed +IMGUI_API void ImFontAtlasFontDestroyOutput(ImFontAtlas* atlas, ImFont* font); +IMGUI_API void ImFontAtlasFontDiscardBakes(ImFontAtlas* atlas, ImFont* font, int unused_frames); + +IMGUI_API ImGuiID ImFontAtlasBakedGetId(ImGuiID font_id, float baked_size, float rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetOrAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedGetClosestMatch(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density); +IMGUI_API ImFontBaked* ImFontAtlasBakedAdd(ImFontAtlas* atlas, ImFont* font, float font_size, float font_rasterizer_density, ImGuiID baked_id); +IMGUI_API void ImFontAtlasBakedDiscard(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked); +IMGUI_API ImFontGlyph* ImFontAtlasBakedAddFontGlyph(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, const ImFontGlyph* in_glyph); +IMGUI_API void ImFontAtlasBakedDiscardFontGlyph(ImFontAtlas* atlas, ImFont* font, ImFontBaked* baked, ImFontGlyph* glyph); +IMGUI_API void ImFontAtlasBakedSetFontGlyphBitmap(ImFontAtlas* atlas, ImFontBaked* baked, ImFontConfig* src, ImFontGlyph* glyph, ImTextureRect* r, const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch); + +IMGUI_API void ImFontAtlasPackInit(ImFontAtlas* atlas); +IMGUI_API ImFontAtlasRectId ImFontAtlasPackAddRect(ImFontAtlas* atlas, int w, int h, ImFontAtlasRectEntry* overwrite_entry = NULL); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRect(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API ImTextureRect* ImFontAtlasPackGetRectSafe(ImFontAtlas* atlas, ImFontAtlasRectId id); +IMGUI_API void ImFontAtlasPackDiscardRect(ImFontAtlas* atlas, ImFontAtlasRectId id); + +IMGUI_API void ImFontAtlasUpdateNewFrame(ImFontAtlas* atlas, int frame_count); +IMGUI_API void ImFontAtlasAddDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasRemoveDrawListSharedData(ImFontAtlas* atlas, ImDrawListSharedData* data); +IMGUI_API void ImFontAtlasUpdateDrawListsTextures(ImFontAtlas* atlas, ImTextureRef old_tex, ImTextureRef new_tex); +IMGUI_API void ImFontAtlasUpdateDrawListsSharedData(ImFontAtlas* atlas); + +IMGUI_API void ImFontAtlasTextureBlockConvert(const unsigned char* src_pixels, ImTextureFormat src_fmt, int src_pitch, unsigned char* dst_pixels, ImTextureFormat dst_fmt, int dst_pitch, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockPostProcess(ImFontAtlasPostProcessData* data); +IMGUI_API void ImFontAtlasTextureBlockPostProcessMultiply(ImFontAtlasPostProcessData* data, float multiply_factor); +IMGUI_API void ImFontAtlasTextureBlockFill(ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h, ImU32 col); +IMGUI_API void ImFontAtlasTextureBlockCopy(ImTextureData* src_tex, int src_x, int src_y, ImTextureData* dst_tex, int dst_x, int dst_y, int w, int h); +IMGUI_API void ImFontAtlasTextureBlockQueueUpload(ImFontAtlas* atlas, ImTextureData* tex, int x, int y, int w, int h); + +IMGUI_API int ImTextureDataGetFormatBytesPerPixel(ImTextureFormat format); +IMGUI_API const char* ImTextureDataGetStatusName(ImTextureStatus status); +IMGUI_API const char* ImTextureDataGetFormatName(ImTextureFormat format); + +#ifndef IMGUI_DISABLE_DEBUG_TOOLS +IMGUI_API void ImFontAtlasDebugLogTextureRequests(ImFontAtlas* atlas); #endif -IMGUI_API void ImFontAtlasUpdateSourcesPointers(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildInit(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildSetupFont(ImFontAtlas* atlas, ImFont* font, ImFontConfig* src, float ascent, float descent); -IMGUI_API void ImFontAtlasBuildPackCustomRects(ImFontAtlas* atlas, void* stbrp_context_opaque); -IMGUI_API void ImFontAtlasBuildFinish(ImFontAtlas* atlas); -IMGUI_API void ImFontAtlasBuildRender8bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned char in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildRender32bppRectFromString(ImFontAtlas* atlas, int x, int y, int w, int h, const char* in_str, char in_marker_char, unsigned int in_marker_pixel_value); -IMGUI_API void ImFontAtlasBuildMultiplyCalcLookupTable(unsigned char out_table[256], float in_multiply_factor); -IMGUI_API void ImFontAtlasBuildMultiplyRectAlpha8(const unsigned char table[256], unsigned char* pixels, int x, int y, int w, int h, int stride); -IMGUI_API void ImFontAtlasBuildGetOversampleFactors(const ImFontConfig* src, int* out_oversample_h, int* out_oversample_v); IMGUI_API bool ImFontAtlasGetMouseCursorTexData(ImFontAtlas* atlas, ImGuiMouseCursor cursor_type, ImVec2* out_offset, ImVec2* out_size, ImVec2 out_uv_border[2], ImVec2 out_uv_fill[2]); diff --git a/imgui_tables.cpp b/imgui_tables.cpp index e1813110d..61bc576ca 100644 --- a/imgui_tables.cpp +++ b/imgui_tables.cpp @@ -3375,7 +3375,7 @@ void ImGui::TableAngledHeadersRowEx(ImGuiID row_id, float angle, float max_label ButtonBehavior(row_r, row_id, NULL, NULL); KeepAliveID(row_id); - const float ascent_scaled = g.Font->Ascent * g.FontScale; // FIXME: Standardize those scaling factors better + const float ascent_scaled = g.FontBaked->Ascent * g.FontBakedScale; // FIXME: Standardize those scaling factors better const float line_off_for_ascent_x = (ImMax((g.FontSize - ascent_scaled) * 0.5f, 0.0f) / -sin_a) * (flip_label ? -1.0f : 1.0f); const ImVec2 padding = g.Style.CellPadding; // We will always use swapped component const ImVec2 align = g.Style.TableAngledHeadersTextAlign; diff --git a/imgui_widgets.cpp b/imgui_widgets.cpp index 99d4c9395..69bcd91cc 100644 --- a/imgui_widgets.cpp +++ b/imgui_widgets.cpp @@ -1109,9 +1109,9 @@ bool ImGui::ScrollbarEx(const ImRect& bb_frame, ImGuiID id, ImGuiAxis axis, ImS6 return held; } -// - Read about ImTextureID here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples // - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. -void ImGui::ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +void ImGui::ImageWithBg(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -1129,28 +1129,28 @@ void ImGui::ImageWithBg(ImTextureID user_texture_id, const ImVec2& image_size, c window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border), 0.0f, ImDrawFlags_None, g.Style.ImageBorderSize); if (bg_col.w > 0.0f) window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); - window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); } -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1) { - ImageWithBg(user_texture_id, image_size, uv0, uv1); + ImageWithBg(tex_ref, image_size, uv0, uv1); } // 1.91.9 (February 2025) removed 'tint_col' and 'border_col' parameters, made border size not depend on color value. (#8131, #8238) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS -void ImGui::Image(ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) +void ImGui::Image(ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& tint_col, const ImVec4& border_col) { ImGuiContext& g = *GImGui; PushStyleVar(ImGuiStyleVar_ImageBorderSize, (border_col.w > 0.0f) ? ImMax(1.0f, g.Style.ImageBorderSize) : 0.0f); // Preserve legacy behavior where border is always visible when border_col's Alpha is >0.0f PushStyleColor(ImGuiCol_Border, border_col); - ImageWithBg(user_texture_id, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); + ImageWithBg(tex_ref, image_size, uv0, uv1, ImVec4(0, 0, 0, 0), tint_col); PopStyleColor(); PopStyleVar(); } #endif -bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) +bool ImGui::ImageButtonEx(ImGuiID id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col, ImGuiButtonFlags flags) { ImGuiContext& g = *GImGui; ImGuiWindow* window = GetCurrentWindow(); @@ -1172,21 +1172,21 @@ bool ImGui::ImageButtonEx(ImGuiID id, ImTextureID user_texture_id, const ImVec2& RenderFrame(bb.Min, bb.Max, col, true, ImClamp((float)ImMin(padding.x, padding.y), 0.0f, g.Style.FrameRounding)); if (bg_col.w > 0.0f) window->DrawList->AddRectFilled(bb.Min + padding, bb.Max - padding, GetColorU32(bg_col)); - window->DrawList->AddImage(user_texture_id, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); + window->DrawList->AddImage(tex_ref, bb.Min + padding, bb.Max - padding, uv0, uv1, GetColorU32(tint_col)); return pressed; } // - ImageButton() adds style.FramePadding*2.0f to provided size. This is in order to facilitate fitting an image in a button. // - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. (#8165) // FIXME: Maybe that's not the best design? -bool ImGui::ImageButton(const char* str_id, ImTextureID user_texture_id, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) +bool ImGui::ImageButton(const char* str_id, ImTextureRef tex_ref, const ImVec2& image_size, const ImVec2& uv0, const ImVec2& uv1, const ImVec4& bg_col, const ImVec4& tint_col) { ImGuiContext& g = *GImGui; ImGuiWindow* window = g.CurrentWindow; if (window->SkipItems) return false; - return ImageButtonEx(window->GetID(str_id), user_texture_id, image_size, uv0, uv1, bg_col, tint_col); + return ImageButtonEx(window->GetID(str_id), tex_ref, image_size, uv0, uv1, bg_col, tint_col); } #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS @@ -1524,7 +1524,7 @@ bool ImGui::TextLink(const char* label) ColorConvertHSVtoRGB(h, s, v, line_colf.x, line_colf.y, line_colf.z); } - float line_y = bb.Max.y + ImFloor(g.Font->Descent * g.FontScale * 0.20f); + float line_y = bb.Max.y + ImFloor(g.FontBaked->Descent * g.FontBakedScale * 0.20f); window->DrawList->AddLine(ImVec2(bb.Min.x, line_y), ImVec2(bb.Max.x, line_y), GetColorU32(line_colf)); // FIXME-TEXT: Underline mode // FIXME-DPI PushStyleColor(ImGuiCol_Text, GetColorU32(text_colf)); @@ -3962,9 +3962,10 @@ static int InputTextCalcTextLenAndLineCount(const char* text_begin, const char** static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, const char* text_end, const char** remaining, ImVec2* out_offset, bool stop_on_new_line) { ImGuiContext& g = *ctx; - ImFont* font = g.Font; + //ImFont* font = g.Font; + ImFontBaked* baked = g.FontBaked; const float line_height = g.FontSize; - const float scale = line_height / font->FontSize; + const float scale = line_height / baked->Size; ImVec2 text_size = ImVec2(0, 0); float line_width = 0.0f; @@ -3990,8 +3991,7 @@ static ImVec2 InputTextCalcTextSize(ImGuiContext* ctx, const char* text_begin, c if (c == '\r') continue; - const float char_width = ((int)c < font->IndexAdvanceX.Size ? font->IndexAdvanceX.Data[c] : font->FallbackAdvanceX) * scale; - line_width += char_width; + line_width += baked->GetCharAdvance((ImWchar)c) * scale; } if (text_size.x < line_width) @@ -4018,7 +4018,7 @@ namespace ImStb { static int STB_TEXTEDIT_STRINGLEN(const ImGuiInputTextState* obj) { return obj->TextLen; } static char STB_TEXTEDIT_GETCHAR(const ImGuiInputTextState* obj, int idx) { IM_ASSERT(idx <= obj->TextLen); return obj->TextSrc[idx]; } -static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.Font->GetCharAdvance((ImWchar)c) * g.FontScale; } +static float STB_TEXTEDIT_GETWIDTH(ImGuiInputTextState* obj, int line_start_idx, int char_idx) { unsigned int c; ImTextCharFromUtf8(&c, obj->TextSrc + line_start_idx + char_idx, obj->TextSrc + obj->TextLen); if ((ImWchar)c == '\n') return IMSTB_TEXTEDIT_GETWIDTH_NEWLINE; ImGuiContext& g = *obj->Ctx; return g.FontBaked->GetCharAdvance((ImWchar)c) * g.FontBakedScale; } static char STB_TEXTEDIT_NEWLINE = '\n'; static void STB_TEXTEDIT_LAYOUTROW(StbTexteditRow* r, ImGuiInputTextState* obj, int line_start_idx) { @@ -4320,18 +4320,29 @@ void ImGuiInputTextCallbackData::InsertChars(int pos, const char* new_text, cons void ImGui::PushPasswordFont() { ImGuiContext& g = *GImGui; - ImFont* in_font = g.Font; - ImFont* out_font = &g.InputTextPasswordFont; - ImFontGlyph* glyph = in_font->FindGlyph('*'); - out_font->FontSize = in_font->FontSize; - out_font->Scale = in_font->Scale; - out_font->Ascent = in_font->Ascent; - out_font->Descent = in_font->Descent; - out_font->ContainerAtlas = in_font->ContainerAtlas; - out_font->FallbackGlyph = glyph; - out_font->FallbackAdvanceX = glyph->AdvanceX; - IM_ASSERT(out_font->Glyphs.Size == 0 && out_font->IndexAdvanceX.Size == 0 && out_font->IndexLookup.Size == 0); - PushFont(out_font); + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); + ImFontGlyph* glyph = g.FontBaked->FindGlyph('*'); + g.InputTextPasswordFontBackupFlags = g.Font->Flags; + backup->FallbackGlyphIndex = g.FontBaked->FallbackGlyphIndex; + backup->FallbackAdvanceX = g.FontBaked->FallbackAdvanceX; + backup->IndexLookup.swap(g.FontBaked->IndexLookup); + backup->IndexAdvanceX.swap(g.FontBaked->IndexAdvanceX); + g.Font->Flags |= ImFontFlags_NoLoadGlyphs; + g.FontBaked->FallbackGlyphIndex = g.FontBaked->Glyphs.index_from_ptr(glyph); + g.FontBaked->FallbackAdvanceX = glyph->AdvanceX; +} + +void ImGui::PopPasswordFont() +{ + ImGuiContext& g = *GImGui; + ImFontBaked* backup = &g.InputTextPasswordFontBackupBaked; + g.Font->Flags = g.InputTextPasswordFontBackupFlags; + g.FontBaked->FallbackGlyphIndex = backup->FallbackGlyphIndex; + g.FontBaked->FallbackAdvanceX = backup->FallbackAdvanceX; + g.FontBaked->IndexLookup.swap(backup->IndexLookup); + g.FontBaked->IndexAdvanceX.swap(backup->IndexAdvanceX); + IM_ASSERT(backup->IndexAdvanceX.Size == 0 && backup->IndexLookup.Size == 0); } // Return false to discard a character. @@ -5233,7 +5244,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ if (new_is_displaying_hint != is_displaying_hint) { if (is_password && !is_displaying_hint) - PopFont(); + PopPasswordFont(); is_displaying_hint = new_is_displaying_hint; if (is_password && !is_displaying_hint) PushPasswordFont(); @@ -5358,7 +5369,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ else { ImVec2 rect_size = InputTextCalcTextSize(&g, p, text_selected_end, &p, NULL, true); - if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.Font->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines + if (rect_size.x <= 0.0f) rect_size.x = IM_TRUNC(g.FontBaked->GetCharAdvance((ImWchar)' ') * 0.50f); // So we can see selected empty lines ImRect rect(rect_pos + ImVec2(0.0f, bg_offy_up - g.FontSize), rect_pos + ImVec2(rect_size.x, bg_offy_dn)); rect.ClipWith(clip_rect); if (rect.Overlaps(clip_rect)) @@ -5424,7 +5435,7 @@ bool ImGui::InputTextEx(const char* label, const char* hint, char* buf, int buf_ } if (is_password && !is_displaying_hint) - PopFont(); + PopPasswordFont(); if (is_multiline) { diff --git a/misc/freetype/imgui_freetype.cpp b/misc/freetype/imgui_freetype.cpp index 39a997e67..35a277f7c 100644 --- a/misc/freetype/imgui_freetype.cpp +++ b/misc/freetype/imgui_freetype.cpp @@ -2,10 +2,12 @@ // (code) // Get the latest version at https://github.com/ocornut/imgui/tree/master/misc/freetype -// Original code by @vuhdo (Aleksei Skriabin). Improvements by @mikesart. Maintained since 2019 by @ocornut. +// Original code by @vuhdo (Aleksei Skriabin) in 2017, with improvements by @mikesart. +// Maintained since 2019 by @ocornut. // CHANGELOG // (minor and older changes stripped away, please see git history for details) +// 2025/XX/XX: refactored for the new ImFontLoader architecture, and ImGuiBackendFlags_RendererHasTextures support. // 2024/10/17: added plutosvg support for SVG Fonts (seems faster/better than lunasvg). Enable by using '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG'. (#7927) // 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics. // 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591) @@ -44,6 +46,7 @@ #include FT_FREETYPE_H // #include FT_MODULE_H // #include FT_GLYPH_H // +#include FT_SIZES_H // #include FT_SYNTHESIS_H // // Handle LunaSVG and PlutoSVG @@ -107,664 +110,206 @@ static FT_Error ImGuiLunasvgPortPresetSlot(FT_GlyphSlot slot, FT_Bool cache, FT_ #define FT_CEIL(X) (((X + 63) & -64) / 64) // From SDL_ttf: Handy routines for converting from fixed point #define FT_SCALEFACTOR 64.0f -namespace +// Glyph metrics: +// -------------- +// +// xmin xmax +// | | +// |<-------- width -------->| +// | | +// | +-------------------------+----------------- ymax +// | | ggggggggg ggggg | ^ ^ +// | | g:::::::::ggg::::g | | | +// | | g:::::::::::::::::g | | | +// | | g::::::ggggg::::::gg | | | +// | | g:::::g g:::::g | | | +// offsetX -|-------->| g:::::g g:::::g | offsetY | +// | | g:::::g g:::::g | | | +// | | g::::::g g:::::g | | | +// | | g:::::::ggggg:::::g | | | +// | | g::::::::::::::::g | | height +// | | gg::::::::::::::g | | | +// baseline ---*---------|---- gggggggg::::::g-----*-------- | +// / | | g:::::g | | +// origin | | gggggg g:::::g | | +// | | g:::::gg gg:::::g | | +// | | g::::::ggg:::::::g | | +// | | gg:::::::::::::g | | +// | | ggg::::::ggg | | +// | | gggggg | v +// | +-------------------------+----------------- ymin +// | | +// |------------- advanceX ----------->| + +// Stored in ImFontAtlas::FontLoaderData. ALLOCATED BY US. +struct ImGui_ImplFreeType_Data { - // Glyph metrics: - // -------------- - // - // xmin xmax - // | | - // |<-------- width -------->| - // | | - // | +-------------------------+----------------- ymax - // | | ggggggggg ggggg | ^ ^ - // | | g:::::::::ggg::::g | | | - // | | g:::::::::::::::::g | | | - // | | g::::::ggggg::::::gg | | | - // | | g:::::g g:::::g | | | - // offsetX -|-------->| g:::::g g:::::g | offsetY | - // | | g:::::g g:::::g | | | - // | | g::::::g g:::::g | | | - // | | g:::::::ggggg:::::g | | | - // | | g::::::::::::::::g | | height - // | | gg::::::::::::::g | | | - // baseline ---*---------|---- gggggggg::::::g-----*-------- | - // / | | g:::::g | | - // origin | | gggggg g:::::g | | - // | | g:::::gg gg:::::g | | - // | | g::::::ggg:::::::g | | - // | | gg:::::::::::::g | | - // | | ggg::::::ggg | | - // | | gggggg | v - // | +-------------------------+----------------- ymin - // | | - // |------------- advanceX ----------->| - - // A structure that describe a glyph. - struct GlyphInfo - { - int Width; // Glyph's width in pixels. - int Height; // Glyph's height in pixels. - FT_Int OffsetX; // The distance from the origin ("pen position") to the left of the glyph. - FT_Int OffsetY; // The distance from the origin to the top of the glyph. This is usually a value < 0. - float AdvanceX; // The distance from the origin to the origin of the next glyph. This is usually a value > 0. - bool IsColored; // The glyph is colored - }; - - // Font parameters and metrics. - struct FontInfo - { - uint32_t PixelHeight; // Size this font was generated with. - float Ascender; // The pixel extents above the baseline in pixels (typically positive). - float Descender; // The extents below the baseline in pixels (typically negative). - float LineSpacing; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. - float LineGap; // The spacing in pixels between one row's descent and the next row's ascent. - float MaxAdvanceWidth; // This field gives the maximum horizontal cursor advance for all glyphs in the font. - }; - - // FreeType glyph rasterizer. - // NB: No ctor/dtor, explicitly call Init()/Shutdown() - struct FreeTypeFont - { - bool InitFont(FT_Library ft_library, const ImFontConfig& src, unsigned int extra_user_flags); // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. - void CloseFont(); - void SetPixelHeight(int pixel_height); // Change font pixel size. All following calls to RasterizeGlyph() will use this size - const FT_Glyph_Metrics* LoadGlyph(uint32_t in_codepoint); - const FT_Bitmap* RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info); - void BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table = nullptr); - FreeTypeFont() { memset((void*)this, 0, sizeof(*this)); } - ~FreeTypeFont() { CloseFont(); } - - // [Internals] - FontInfo Info; // Font descriptor of the current font. - FT_Face Face; - unsigned int UserFlags; // = ImFontConfig::RasterizerFlags - FT_Int32 LoadFlags; - FT_Render_Mode RenderMode; - float RasterizationDensity; - float InvRasterizationDensity; - }; - - bool FreeTypeFont::InitFont(FT_Library ft_library, const ImFontConfig& src, unsigned int extra_font_builder_flags) - { - FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)src.FontData, (uint32_t)src.FontDataSize, (uint32_t)src.FontNo, &Face); - if (error != 0) - return false; - error = FT_Select_Charmap(Face, FT_ENCODING_UNICODE); - if (error != 0) - return false; - - // Convert to FreeType flags (NB: Bold and Oblique are processed separately) - UserFlags = src.FontBuilderFlags | extra_font_builder_flags; - - LoadFlags = 0; - if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) - LoadFlags |= FT_LOAD_NO_BITMAP; - - if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting) - LoadFlags |= FT_LOAD_NO_HINTING; - if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint) - LoadFlags |= FT_LOAD_NO_AUTOHINT; - if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint) - LoadFlags |= FT_LOAD_FORCE_AUTOHINT; - if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting) - LoadFlags |= FT_LOAD_TARGET_LIGHT; - else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting) - LoadFlags |= FT_LOAD_TARGET_MONO; - else - LoadFlags |= FT_LOAD_TARGET_NORMAL; - - if (UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome) - RenderMode = FT_RENDER_MODE_MONO; - else - RenderMode = FT_RENDER_MODE_NORMAL; - - if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) - LoadFlags |= FT_LOAD_COLOR; - - RasterizationDensity = src.RasterizerDensity; - InvRasterizationDensity = 1.0f / RasterizationDensity; - - memset(&Info, 0, sizeof(Info)); - SetPixelHeight((uint32_t)src.SizePixels); - - return true; - } - - void FreeTypeFont::CloseFont() - { - if (Face) - { - FT_Done_Face(Face); - Face = nullptr; - } - } - - void FreeTypeFont::SetPixelHeight(int pixel_height) - { - // Vuhdo: I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' - // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. - // NB: FT_Set_Pixel_Sizes() doesn't seem to get us the same result. - FT_Size_RequestRec req; - req.type = (UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; - req.width = 0; - req.height = (uint32_t)(pixel_height * 64 * RasterizationDensity); - req.horiResolution = 0; - req.vertResolution = 0; - FT_Request_Size(Face, &req); - - // Update font info - FT_Size_Metrics metrics = Face->size->metrics; - Info.PixelHeight = (uint32_t)(pixel_height * InvRasterizationDensity); - Info.Ascender = (float)FT_CEIL(metrics.ascender) * InvRasterizationDensity; - Info.Descender = (float)FT_CEIL(metrics.descender) * InvRasterizationDensity; - Info.LineSpacing = (float)FT_CEIL(metrics.height) * InvRasterizationDensity; - Info.LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * InvRasterizationDensity; - Info.MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * InvRasterizationDensity; - } - - const FT_Glyph_Metrics* FreeTypeFont::LoadGlyph(uint32_t codepoint) - { - uint32_t glyph_index = FT_Get_Char_Index(Face, codepoint); - if (glyph_index == 0) - return nullptr; - - // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. - // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 - // - https://github.com/ocornut/imgui/issues/4567 - // - https://github.com/ocornut/imgui/issues/4566 - // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. - FT_Error error = FT_Load_Glyph(Face, glyph_index, LoadFlags); - if (error) - return nullptr; - - // Need an outline for this to work - FT_GlyphSlot slot = Face->glyph; -#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG) - IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG); -#else -#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12)) - IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font"); -#endif - IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); -#endif // IMGUI_ENABLE_FREETYPE_LUNASVG - - // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) - if (UserFlags & ImGuiFreeTypeBuilderFlags_Bold) - FT_GlyphSlot_Embolden(slot); - if (UserFlags & ImGuiFreeTypeBuilderFlags_Oblique) - { - FT_GlyphSlot_Oblique(slot); - //FT_BBox bbox; - //FT_Outline_Get_BBox(&slot->outline, &bbox); - //slot->metrics.width = bbox.xMax - bbox.xMin; - //slot->metrics.height = bbox.yMax - bbox.yMin; - } - - return &slot->metrics; - } - - const FT_Bitmap* FreeTypeFont::RenderGlyphAndGetInfo(GlyphInfo* out_glyph_info) - { - FT_GlyphSlot slot = Face->glyph; - FT_Error error = FT_Render_Glyph(slot, RenderMode); - if (error != 0) - return nullptr; - - FT_Bitmap* ft_bitmap = &Face->glyph->bitmap; - out_glyph_info->Width = (int)ft_bitmap->width; - out_glyph_info->Height = (int)ft_bitmap->rows; - out_glyph_info->OffsetX = Face->glyph->bitmap_left; - out_glyph_info->OffsetY = -Face->glyph->bitmap_top; - out_glyph_info->AdvanceX = (float)slot->advance.x / FT_SCALEFACTOR; - out_glyph_info->IsColored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); - - return ft_bitmap; - } - - void FreeTypeFont::BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch, unsigned char* multiply_table) - { - IM_ASSERT(ft_bitmap != nullptr); - const uint32_t w = ft_bitmap->width; - const uint32_t h = ft_bitmap->rows; - const uint8_t* src = ft_bitmap->buffer; - const uint32_t src_pitch = ft_bitmap->pitch; - - switch (ft_bitmap->pixel_mode) - { - case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. - { - if (multiply_table == nullptr) - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - dst[x] = IM_COL32(255, 255, 255, src[x]); - } - else - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - dst[x] = IM_COL32(255, 255, 255, multiply_table[src[x]]); - } - break; - } - case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. - { - uint8_t color0 = multiply_table ? multiply_table[0] : 0; - uint8_t color1 = multiply_table ? multiply_table[255] : 255; - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - { - uint8_t bits = 0; - const uint8_t* bits_ptr = src; - for (uint32_t x = 0; x < w; x++, bits <<= 1) - { - if ((x & 7) == 0) - bits = *bits_ptr++; - dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? color1 : color0); - } - } - break; - } - case FT_PIXEL_MODE_BGRA: - { - // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. - #define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u) - if (multiply_table == nullptr) - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - for (uint32_t x = 0; x < w; x++) - { - uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; - dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a); - } - } - else - { - for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) - { - for (uint32_t x = 0; x < w; x++) - { - uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; - dst[x] = IM_COL32(multiply_table[DE_MULTIPLY(r, a)], multiply_table[DE_MULTIPLY(g, a)], multiply_table[DE_MULTIPLY(b, a)], multiply_table[a]); - } - } - } - #undef DE_MULTIPLY - break; - } - default: - IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); - } - } -} // namespace - -#ifndef STB_RECT_PACK_IMPLEMENTATION // in case the user already have an implementation in the _same_ compilation unit (e.g. unity builds) -#ifndef IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION -#define STBRP_ASSERT(x) do { IM_ASSERT(x); } while (0) -#define STBRP_STATIC -#define STB_RECT_PACK_IMPLEMENTATION -#endif -#ifdef IMGUI_STB_RECT_PACK_FILENAME -#include IMGUI_STB_RECT_PACK_FILENAME -#else -#include "imstb_rectpack.h" -#endif -#endif - -struct ImFontBuildSrcGlyphFT -{ - GlyphInfo Info; - uint32_t Codepoint; - unsigned int* BitmapData; // Point within one of the dst_tmp_bitmap_buffers[] array - - ImFontBuildSrcGlyphFT() { memset((void*)this, 0, sizeof(*this)); } + FT_Library Library; + FT_MemoryRec_ MemoryManager; + ImGui_ImplFreeType_Data() { memset((void*)this, 0, sizeof(*this)); } }; -struct ImFontBuildSrcDataFT +// Stored in ImFontConfig::FontLoaderData. ALLOCATED BY US. +struct ImGui_ImplFreeType_FontSrcData { - FreeTypeFont Font; - stbrp_rect* Rects; // Rectangle to pack. We first fill in their size and the packer will give us their position. - const ImWchar* SrcRanges; // Ranges as requested by user (user is allowed to request too much, e.g. 0x0020..0xFFFF) - int DstIndex; // Index into atlas->Fonts[] and dst_tmp_array[] - int GlyphsHighest; // Highest requested codepoint - int GlyphsCount; // Glyph count (excluding missing glyphs and glyphs already set by an earlier source font) - ImBitVector GlyphsSet; // Glyph bit map (random access, 1-bit per codepoint. This will be a maximum of 8KB) - ImVector GlyphsList; + // Initialize from an external data buffer. Doesn't copy data, and you must ensure it stays valid up to this object lifetime. + bool InitFont(FT_Library ft_library, ImFontConfig* src, ImGuiFreeTypeLoaderFlags extra_user_flags); + void CloseFont(); + ImGui_ImplFreeType_FontSrcData() { memset((void*)this, 0, sizeof(*this)); } + ~ImGui_ImplFreeType_FontSrcData() { CloseFont(); } + + // Members + FT_Face FtFace; + ImGuiFreeTypeLoaderFlags UserFlags; // = ImFontConfig::FontLoaderFlags + FT_Int32 LoadFlags; + ImFontBaked* BakedLastActivated; }; -// Temporary data for one destination ImFont* (multiple source fonts can be merged into one destination ImFont) -struct ImFontBuildDstDataFT +// Stored in ImFontBaked::FontLoaderDatas: pointer to SourcesCount instances of this. ALLOCATED BY CORE. +struct ImGui_ImplFreeType_FontSrcBakedData { - int SrcCount; // Number of source fonts targeting this destination font. - int GlyphsHighest; - int GlyphsCount; - ImBitVector GlyphsSet; // This is used to resolve collision when multiple sources are merged into a same destination font. + FT_Size FtSize; // This represent a FT_Face with a given size. + ImGui_ImplFreeType_FontSrcBakedData() { memset((void*)this, 0, sizeof(*this)); } }; -bool ImFontAtlasBuildWithFreeTypeEx(FT_Library ft_library, ImFontAtlas* atlas, unsigned int extra_flags) +bool ImGui_ImplFreeType_FontSrcData::InitFont(FT_Library ft_library, ImFontConfig* src, ImGuiFreeTypeLoaderFlags extra_font_loader_flags) { - IM_ASSERT(atlas->Sources.Size > 0); + FT_Error error = FT_New_Memory_Face(ft_library, (uint8_t*)src->FontData, (uint32_t)src->FontDataSize, (uint32_t)src->FontNo, &FtFace); + if (error != 0) + return false; + error = FT_Select_Charmap(FtFace, FT_ENCODING_UNICODE); + if (error != 0) + return false; - ImFontAtlasBuildInit(atlas); + // Convert to FreeType flags (NB: Bold and Oblique are processed separately) + UserFlags = (ImGuiFreeTypeLoaderFlags)(src->FontLoaderFlags | extra_font_loader_flags); - // Clear atlas - atlas->TexID = 0; - atlas->TexWidth = atlas->TexHeight = 0; - atlas->TexUvScale = ImVec2(0.0f, 0.0f); - atlas->TexUvWhitePixel = ImVec2(0.0f, 0.0f); - atlas->ClearTexData(); + LoadFlags = 0; + if ((UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) == 0) + LoadFlags |= FT_LOAD_NO_BITMAP; - // Temporary storage for building - bool src_load_color = false; - ImVector src_tmp_array; - ImVector dst_tmp_array; - src_tmp_array.resize(atlas->Sources.Size); - dst_tmp_array.resize(atlas->Fonts.Size); - memset((void*)src_tmp_array.Data, 0, (size_t)src_tmp_array.size_in_bytes()); - memset((void*)dst_tmp_array.Data, 0, (size_t)dst_tmp_array.size_in_bytes()); - - // 1. Initialize font loading structure, check font data validity - for (int src_i = 0; src_i < atlas->Sources.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontConfig& src = atlas->Sources[src_i]; - FreeTypeFont& font_face = src_tmp.Font; - IM_ASSERT(src.DstFont && (!src.DstFont->IsLoaded() || src.DstFont->ContainerAtlas == atlas)); - - // Find index from src.DstFont (we allow the user to set cfg.DstFont. Also it makes casual debugging nicer than when storing indices) - src_tmp.DstIndex = -1; - for (int output_i = 0; output_i < atlas->Fonts.Size && src_tmp.DstIndex == -1; output_i++) - if (src.DstFont == atlas->Fonts[output_i]) - src_tmp.DstIndex = output_i; - IM_ASSERT(src_tmp.DstIndex != -1); // src.DstFont not pointing within atlas->Fonts[] array? - if (src_tmp.DstIndex == -1) - return false; - - // Load font - if (!font_face.InitFont(ft_library, src, extra_flags)) - return false; - - // Measure highest codepoints - src_load_color |= (src.FontBuilderFlags & ImGuiFreeTypeBuilderFlags_LoadColor) != 0; - ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.SrcRanges = src.GlyphRanges ? src.GlyphRanges : atlas->GetGlyphRangesDefault(); - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - { - // Check for valid range. This may also help detect *some* dangling pointers, because a common - // user error is to setup ImFontConfig::GlyphRanges with a pointer to data that isn't persistent, - // or to forget to zero-terminate the glyph range array. - IM_ASSERT(src_range[0] <= src_range[1] && "Invalid range: is your glyph range array persistent? it is zero-terminated?"); - src_tmp.GlyphsHighest = ImMax(src_tmp.GlyphsHighest, (int)src_range[1]); - } - dst_tmp.SrcCount++; - dst_tmp.GlyphsHighest = ImMax(dst_tmp.GlyphsHighest, src_tmp.GlyphsHighest); - } - - // 2. For every requested codepoint, check for their presence in the font data, and handle redundancy or overlaps between source fonts to avoid unused glyphs. - int total_glyphs_count = 0; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontBuildDstDataFT& dst_tmp = dst_tmp_array[src_tmp.DstIndex]; - src_tmp.GlyphsSet.Create(src_tmp.GlyphsHighest + 1); - if (dst_tmp.GlyphsSet.Storage.empty()) - dst_tmp.GlyphsSet.Create(dst_tmp.GlyphsHighest + 1); - - for (const ImWchar* src_range = src_tmp.SrcRanges; src_range[0] && src_range[1]; src_range += 2) - for (int codepoint = src_range[0]; codepoint <= (int)src_range[1]; codepoint++) - { - if (dst_tmp.GlyphsSet.TestBit(codepoint)) // Don't overwrite existing glyphs. We could make this an option (e.g. MergeOverwrite) - continue; - uint32_t glyph_index = FT_Get_Char_Index(src_tmp.Font.Face, codepoint); // It is actually in the font? (FIXME-OPT: We are not storing the glyph_index..) - if (glyph_index == 0) - continue; - - // Add to avail set/counters - src_tmp.GlyphsCount++; - dst_tmp.GlyphsCount++; - src_tmp.GlyphsSet.SetBit(codepoint); - dst_tmp.GlyphsSet.SetBit(codepoint); - total_glyphs_count++; - } - } - - // 3. Unpack our bit map into a flat list (we now have all the Unicode points that we know are requested _and_ available _and_ not overlapping another) - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - src_tmp.GlyphsList.reserve(src_tmp.GlyphsCount); - - IM_ASSERT(sizeof(src_tmp.GlyphsSet.Storage.Data[0]) == sizeof(ImU32)); - const ImU32* it_begin = src_tmp.GlyphsSet.Storage.begin(); - const ImU32* it_end = src_tmp.GlyphsSet.Storage.end(); - for (const ImU32* it = it_begin; it < it_end; it++) - if (ImU32 entries_32 = *it) - for (ImU32 bit_n = 0; bit_n < 32; bit_n++) - if (entries_32 & ((ImU32)1 << bit_n)) - { - ImFontBuildSrcGlyphFT src_glyph; - src_glyph.Codepoint = (ImWchar)(((it - it_begin) << 5) + bit_n); - //src_glyph.GlyphIndex = 0; // FIXME-OPT: We had this info in the previous step and lost it.. - src_tmp.GlyphsList.push_back(src_glyph); - } - src_tmp.GlyphsSet.Clear(); - IM_ASSERT(src_tmp.GlyphsList.Size == src_tmp.GlyphsCount); - } - for (int dst_i = 0; dst_i < dst_tmp_array.Size; dst_i++) - dst_tmp_array[dst_i].GlyphsSet.Clear(); - dst_tmp_array.clear(); - - // Allocate packing character data and flag packed characters buffer as non-packed (x0=y0=x1=y1=0) - // (We technically don't need to zero-clear buf_rects, but let's do it for the sake of sanity) - ImVector buf_rects; - buf_rects.resize(total_glyphs_count); - memset(buf_rects.Data, 0, (size_t)buf_rects.size_in_bytes()); - - // Allocate temporary rasterization data buffers. - // We could not find a way to retrieve accurate glyph size without rendering them. - // (e.g. slot->metrics->width not always matching bitmap->width, especially considering the Oblique transform) - // We allocate in chunks of 256 KB to not waste too much extra memory ahead. Hopefully users of FreeType won't mind the temporary allocations. - const int BITMAP_BUFFERS_CHUNK_SIZE = 256 * 1024; - int buf_bitmap_current_used_bytes = 0; - ImVector buf_bitmap_buffers; - buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); - - // 4. Gather glyphs sizes so we can pack them in our virtual canvas. - // 8. Render/rasterize font characters into the texture - int total_surface = 0; - int buf_rects_out_n = 0; - const int pack_padding = atlas->TexGlyphPadding; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - ImFontConfig& src = atlas->Sources[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - src_tmp.Rects = &buf_rects[buf_rects_out_n]; - buf_rects_out_n += src_tmp.GlyphsCount; - - // Compute multiply table if requested - const bool multiply_enabled = (src.RasterizerMultiply != 1.0f); - unsigned char multiply_table[256]; - if (multiply_enabled) - ImFontAtlasBuildMultiplyCalcLookupTable(multiply_table, src.RasterizerMultiply); - - // Gather the sizes of all rectangles we will need to pack - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsList.Size; glyph_i++) - { - ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; - - const FT_Glyph_Metrics* metrics = src_tmp.Font.LoadGlyph(src_glyph.Codepoint); - if (metrics == nullptr) - continue; - - // Render glyph into a bitmap (currently held by FreeType) - const FT_Bitmap* ft_bitmap = src_tmp.Font.RenderGlyphAndGetInfo(&src_glyph.Info); - if (ft_bitmap == nullptr) - continue; - - // Allocate new temporary chunk if needed - const int bitmap_size_in_bytes = src_glyph.Info.Width * src_glyph.Info.Height * 4; - if (buf_bitmap_current_used_bytes + bitmap_size_in_bytes > BITMAP_BUFFERS_CHUNK_SIZE) - { - buf_bitmap_current_used_bytes = 0; - buf_bitmap_buffers.push_back((unsigned char*)IM_ALLOC(BITMAP_BUFFERS_CHUNK_SIZE)); - } - IM_ASSERT(buf_bitmap_current_used_bytes + bitmap_size_in_bytes <= BITMAP_BUFFERS_CHUNK_SIZE); // We could probably allocate custom-sized buffer instead. - - // Blit rasterized pixels to our temporary buffer and keep a pointer to it. - src_glyph.BitmapData = (unsigned int*)(buf_bitmap_buffers.back() + buf_bitmap_current_used_bytes); - buf_bitmap_current_used_bytes += bitmap_size_in_bytes; - src_tmp.Font.BlitGlyph(ft_bitmap, src_glyph.BitmapData, src_glyph.Info.Width, multiply_enabled ? multiply_table : nullptr); - - src_tmp.Rects[glyph_i].w = (stbrp_coord)(src_glyph.Info.Width + pack_padding); - src_tmp.Rects[glyph_i].h = (stbrp_coord)(src_glyph.Info.Height + pack_padding); - total_surface += src_tmp.Rects[glyph_i].w * src_tmp.Rects[glyph_i].h; - } - } - for (int i = 0; i < atlas->CustomRects.Size; i++) - total_surface += (atlas->CustomRects[i].Width + pack_padding) * (atlas->CustomRects[i].Height + pack_padding); - - // We need a width for the skyline algorithm, any width! - // The exact width doesn't really matter much, but some API/GPU have texture size limitations and increasing width can decrease height. - // User can override TexDesiredWidth and TexGlyphPadding if they wish, otherwise we use a simple heuristic to select the width based on expected surface. - const int surface_sqrt = (int)ImSqrt((float)total_surface) + 1; - atlas->TexHeight = 0; - if (atlas->TexDesiredWidth > 0) - atlas->TexWidth = atlas->TexDesiredWidth; + if (UserFlags & ImGuiFreeTypeBuilderFlags_NoHinting) + LoadFlags |= FT_LOAD_NO_HINTING; else - atlas->TexWidth = (surface_sqrt >= 4096 * 0.7f) ? 4096 : (surface_sqrt >= 2048 * 0.7f) ? 2048 : (surface_sqrt >= 1024 * 0.7f) ? 1024 : 512; + src->PixelSnapH = true; // FIXME: A bit weird to do this this way. - // 5. Start packing - // Pack our extra data rectangles first, so it will be on the upper-left corner of our texture (UV will have small values). - const int TEX_HEIGHT_MAX = 1024 * 32; - const int num_nodes_for_packing_algorithm = atlas->TexWidth - atlas->TexGlyphPadding; - ImVector pack_nodes; - pack_nodes.resize(num_nodes_for_packing_algorithm); - stbrp_context pack_context; - stbrp_init_target(&pack_context, atlas->TexWidth - atlas->TexGlyphPadding, TEX_HEIGHT_MAX - atlas->TexGlyphPadding, pack_nodes.Data, pack_nodes.Size); - ImFontAtlasBuildPackCustomRects(atlas, &pack_context); - - // 6. Pack each source font. No rendering yet, we are working with rectangles in an infinitely tall texture at this point. - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - if (src_tmp.GlyphsCount == 0) - continue; - - stbrp_pack_rects(&pack_context, src_tmp.Rects, src_tmp.GlyphsCount); - - // Extend texture height and mark missing glyphs as non-packed so we won't render them. - // FIXME: We are not handling packing failure here (would happen if we got off TEX_HEIGHT_MAX or if a single if larger than TexWidth?) - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - if (src_tmp.Rects[glyph_i].was_packed) - atlas->TexHeight = ImMax(atlas->TexHeight, src_tmp.Rects[glyph_i].y + src_tmp.Rects[glyph_i].h); - } - - // 7. Allocate texture - atlas->TexHeight = (atlas->Flags & ImFontAtlasFlags_NoPowerOfTwoHeight) ? (atlas->TexHeight + 1) : ImUpperPowerOfTwo(atlas->TexHeight); - atlas->TexUvScale = ImVec2(1.0f / atlas->TexWidth, 1.0f / atlas->TexHeight); - if (src_load_color) - { - size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 4; - atlas->TexPixelsRGBA32 = (unsigned int*)IM_ALLOC(tex_size); - memset(atlas->TexPixelsRGBA32, 0, tex_size); - } + if (UserFlags & ImGuiFreeTypeBuilderFlags_NoAutoHint) + LoadFlags |= FT_LOAD_NO_AUTOHINT; + if (UserFlags & ImGuiFreeTypeBuilderFlags_ForceAutoHint) + LoadFlags |= FT_LOAD_FORCE_AUTOHINT; + if (UserFlags & ImGuiFreeTypeBuilderFlags_LightHinting) + LoadFlags |= FT_LOAD_TARGET_LIGHT; + else if (UserFlags & ImGuiFreeTypeBuilderFlags_MonoHinting) + LoadFlags |= FT_LOAD_TARGET_MONO; else - { - size_t tex_size = (size_t)atlas->TexWidth * atlas->TexHeight * 1; - atlas->TexPixelsAlpha8 = (unsigned char*)IM_ALLOC(tex_size); - memset(atlas->TexPixelsAlpha8, 0, tex_size); - } + LoadFlags |= FT_LOAD_TARGET_NORMAL; - // 8. Copy rasterized font characters back into the main texture - // 9. Setup ImFont and glyphs for runtime - bool tex_use_colors = false; - for (int src_i = 0; src_i < src_tmp_array.Size; src_i++) - { - ImFontBuildSrcDataFT& src_tmp = src_tmp_array[src_i]; - - // When merging fonts with MergeMode=true: - // - We can have multiple input fonts writing into a same destination font. - // - dst_font->Sources is != from src which is our source configuration. - ImFontConfig& src = atlas->Sources[src_i]; - ImFont* dst_font = src.DstFont; - - const float ascent = src_tmp.Font.Info.Ascender; - const float descent = src_tmp.Font.Info.Descender; - ImFontAtlasBuildSetupFont(atlas, dst_font, &src, ascent, descent); - - if (src_tmp.GlyphsCount == 0) - continue; - const float font_off_x = src.GlyphOffset.x; - const float font_off_y = src.GlyphOffset.y + IM_ROUND(dst_font->Ascent); - - const int padding = atlas->TexGlyphPadding; - for (int glyph_i = 0; glyph_i < src_tmp.GlyphsCount; glyph_i++) - { - ImFontBuildSrcGlyphFT& src_glyph = src_tmp.GlyphsList[glyph_i]; - stbrp_rect& pack_rect = src_tmp.Rects[glyph_i]; - IM_ASSERT(pack_rect.was_packed); - if (pack_rect.w == 0 && pack_rect.h == 0) - continue; - - GlyphInfo& info = src_glyph.Info; - IM_ASSERT(info.Width + padding <= pack_rect.w); - IM_ASSERT(info.Height + padding <= pack_rect.h); - const int tx = pack_rect.x + padding; - const int ty = pack_rect.y + padding; - - // Register glyph - float x0 = info.OffsetX * src_tmp.Font.InvRasterizationDensity + font_off_x; - float y0 = info.OffsetY * src_tmp.Font.InvRasterizationDensity + font_off_y; - float x1 = x0 + info.Width * src_tmp.Font.InvRasterizationDensity; - float y1 = y0 + info.Height * src_tmp.Font.InvRasterizationDensity; - float u0 = (tx) / (float)atlas->TexWidth; - float v0 = (ty) / (float)atlas->TexHeight; - float u1 = (tx + info.Width) / (float)atlas->TexWidth; - float v1 = (ty + info.Height) / (float)atlas->TexHeight; - dst_font->AddGlyph(&src, (ImWchar)src_glyph.Codepoint, x0, y0, x1, y1, u0, v0, u1, v1, info.AdvanceX * src_tmp.Font.InvRasterizationDensity); - - ImFontGlyph* dst_glyph = &dst_font->Glyphs.back(); - IM_ASSERT(dst_glyph->Codepoint == src_glyph.Codepoint); - if (src_glyph.Info.IsColored) - dst_glyph->Colored = tex_use_colors = true; - - // Blit from temporary buffer to final texture - size_t blit_src_stride = (size_t)src_glyph.Info.Width; - size_t blit_dst_stride = (size_t)atlas->TexWidth; - unsigned int* blit_src = src_glyph.BitmapData; - if (atlas->TexPixelsAlpha8 != nullptr) - { - unsigned char* blit_dst = atlas->TexPixelsAlpha8 + (ty * blit_dst_stride) + tx; - for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) - for (int x = 0; x < info.Width; x++) - blit_dst[x] = (unsigned char)((blit_src[x] >> IM_COL32_A_SHIFT) & 0xFF); - } - else - { - unsigned int* blit_dst = atlas->TexPixelsRGBA32 + (ty * blit_dst_stride) + tx; - for (int y = 0; y < info.Height; y++, blit_dst += blit_dst_stride, blit_src += blit_src_stride) - for (int x = 0; x < info.Width; x++) - blit_dst[x] = blit_src[x]; - } - } - - src_tmp.Rects = nullptr; - } - atlas->TexPixelsUseColors = tex_use_colors; - - // Cleanup - for (int buf_i = 0; buf_i < buf_bitmap_buffers.Size; buf_i++) - IM_FREE(buf_bitmap_buffers[buf_i]); - src_tmp_array.clear_destruct(); - - ImFontAtlasBuildFinish(atlas); + if (UserFlags & ImGuiFreeTypeBuilderFlags_LoadColor) + LoadFlags |= FT_LOAD_COLOR; return true; } +void ImGui_ImplFreeType_FontSrcData::CloseFont() +{ + if (FtFace) + { + FT_Done_Face(FtFace); + FtFace = nullptr; + } +} + +static const FT_Glyph_Metrics* ImGui_ImplFreeType_LoadGlyph(ImGui_ImplFreeType_FontSrcData* src_data, uint32_t codepoint) +{ + uint32_t glyph_index = FT_Get_Char_Index(src_data->FtFace, codepoint); + if (glyph_index == 0) + return nullptr; + + // If this crash for you: FreeType 2.11.0 has a crash bug on some bitmap/colored fonts. + // - https://gitlab.freedesktop.org/freetype/freetype/-/issues/1076 + // - https://github.com/ocornut/imgui/issues/4567 + // - https://github.com/ocornut/imgui/issues/4566 + // You can use FreeType 2.10, or the patched version of 2.11.0 in VcPkg, or probably any upcoming FreeType version. + FT_Error error = FT_Load_Glyph(src_data->FtFace, glyph_index, src_data->LoadFlags); + if (error) + return nullptr; + + // Need an outline for this to work + FT_GlyphSlot slot = src_data->FtFace->glyph; +#if defined(IMGUI_ENABLE_FREETYPE_LUNASVG) || defined(IMGUI_ENABLE_FREETYPE_PLUTOSVG) + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP || slot->format == FT_GLYPH_FORMAT_SVG); +#else +#if ((FREETYPE_MAJOR >= 2) && (FREETYPE_MINOR >= 12)) + IM_ASSERT(slot->format != FT_GLYPH_FORMAT_SVG && "The font contains SVG glyphs, you'll need to enable IMGUI_ENABLE_FREETYPE_PLUTOSVG or IMGUI_ENABLE_FREETYPE_LUNASVG in imconfig.h and install required libraries in order to use this font"); +#endif + IM_ASSERT(slot->format == FT_GLYPH_FORMAT_OUTLINE || slot->format == FT_GLYPH_FORMAT_BITMAP); +#endif // IMGUI_ENABLE_FREETYPE_LUNASVG + + // Apply convenience transform (this is not picking from real "Bold"/"Italic" fonts! Merely applying FreeType helper transform. Oblique == Slanting) + if (src_data->UserFlags & ImGuiFreeTypeBuilderFlags_Bold) + FT_GlyphSlot_Embolden(slot); + if (src_data->UserFlags & ImGuiFreeTypeBuilderFlags_Oblique) + { + FT_GlyphSlot_Oblique(slot); + //FT_BBox bbox; + //FT_Outline_Get_BBox(&slot->outline, &bbox); + //slot->metrics.width = bbox.xMax - bbox.xMin; + //slot->metrics.height = bbox.yMax - bbox.yMin; + } + + return &slot->metrics; +} + +static void ImGui_ImplFreeType_BlitGlyph(const FT_Bitmap* ft_bitmap, uint32_t* dst, uint32_t dst_pitch) +{ + IM_ASSERT(ft_bitmap != nullptr); + const uint32_t w = ft_bitmap->width; + const uint32_t h = ft_bitmap->rows; + const uint8_t* src = ft_bitmap->buffer; + const uint32_t src_pitch = ft_bitmap->pitch; + + switch (ft_bitmap->pixel_mode) + { + case FT_PIXEL_MODE_GRAY: // Grayscale image, 1 byte per pixel. + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + dst[x] = IM_COL32(255, 255, 255, src[x]); + break; + } + case FT_PIXEL_MODE_MONO: // Monochrome image, 1 bit per pixel. The bits in each byte are ordered from MSB to LSB. + { + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + { + uint8_t bits = 0; + const uint8_t* bits_ptr = src; + for (uint32_t x = 0; x < w; x++, bits <<= 1) + { + if ((x & 7) == 0) + bits = *bits_ptr++; + dst[x] = IM_COL32(255, 255, 255, (bits & 0x80) ? 255 : 0); + } + } + break; + } + case FT_PIXEL_MODE_BGRA: + { + // FIXME: Converting pre-multiplied alpha to straight. Doesn't smell good. + #define DE_MULTIPLY(color, alpha) ImMin((ImU32)(255.0f * (float)color / (float)(alpha + FLT_MIN) + 0.5f), 255u) + for (uint32_t y = 0; y < h; y++, src += src_pitch, dst += dst_pitch) + for (uint32_t x = 0; x < w; x++) + { + uint8_t r = src[x * 4 + 2], g = src[x * 4 + 1], b = src[x * 4], a = src[x * 4 + 3]; + dst[x] = IM_COL32(DE_MULTIPLY(r, a), DE_MULTIPLY(g, a), DE_MULTIPLY(b, a), a); + } + #undef DE_MULTIPLY + break; + } + default: + IM_ASSERT(0 && "FreeTypeFont::BlitGlyph(): Unknown bitmap pixel mode!"); + } +} + // FreeType memory allocation callbacks static void* FreeType_Alloc(FT_Memory /*memory*/, long size) { @@ -799,47 +344,240 @@ static void* FreeType_Realloc(FT_Memory /*memory*/, long cur_size, long new_size return block; } -static bool ImFontAtlasBuildWithFreeType(ImFontAtlas* atlas) +bool ImGui_ImplFreeType_LoaderInit(ImFontAtlas* atlas) { + IM_ASSERT(atlas->FontLoaderData == NULL); + ImGui_ImplFreeType_Data* bd = IM_NEW(ImGui_ImplFreeType_Data)(); + // FreeType memory management: https://www.freetype.org/freetype2/docs/design/design-4.html - FT_MemoryRec_ memory_rec = {}; - memory_rec.user = nullptr; - memory_rec.alloc = &FreeType_Alloc; - memory_rec.free = &FreeType_Free; - memory_rec.realloc = &FreeType_Realloc; + bd->MemoryManager.user = nullptr; + bd->MemoryManager.alloc = &FreeType_Alloc; + bd->MemoryManager.free = &FreeType_Free; + bd->MemoryManager.realloc = &FreeType_Realloc; // https://www.freetype.org/freetype2/docs/reference/ft2-module_management.html#FT_New_Library - FT_Library ft_library; - FT_Error error = FT_New_Library(&memory_rec, &ft_library); + FT_Error error = FT_New_Library(&bd->MemoryManager, &bd->Library); if (error != 0) + { + IM_DELETE(bd); return false; + } // If you don't call FT_Add_Default_Modules() the rest of code may work, but FreeType won't use our custom allocator. - FT_Add_Default_Modules(ft_library); + FT_Add_Default_Modules(bd->Library); #ifdef IMGUI_ENABLE_FREETYPE_LUNASVG // Install svg hooks for FreeType // https://freetype.org/freetype2/docs/reference/ft2-properties.html#svg-hooks // https://freetype.org/freetype2/docs/reference/ft2-svg_fonts.html#svg_fonts SVG_RendererHooks hooks = { ImGuiLunasvgPortInit, ImGuiLunasvgPortFree, ImGuiLunasvgPortRender, ImGuiLunasvgPortPresetSlot }; - FT_Property_Set(ft_library, "ot-svg", "svg-hooks", &hooks); + FT_Property_Set(bd->Library, "ot-svg", "svg-hooks", &hooks); #endif // IMGUI_ENABLE_FREETYPE_LUNASVG #ifdef IMGUI_ENABLE_FREETYPE_PLUTOSVG // With plutosvg, use provided hooks - FT_Property_Set(ft_library, "ot-svg", "svg-hooks", plutosvg_ft_svg_hooks()); + FT_Property_Set(bd->Library, "ot-svg", "svg-hooks", plutosvg_ft_svg_hooks()); #endif // IMGUI_ENABLE_FREETYPE_PLUTOSVG - bool ret = ImFontAtlasBuildWithFreeTypeEx(ft_library, atlas, atlas->FontBuilderFlags); - FT_Done_Library(ft_library); + // Store our data + atlas->FontLoaderData = (void*)bd; - return ret; + return true; } -const ImFontBuilderIO* ImGuiFreeType::GetBuilderForFreeType() +void ImGui_ImplFreeType_LoaderShutdown(ImFontAtlas* atlas) { - static ImFontBuilderIO io; - io.FontBuilder_Build = ImFontAtlasBuildWithFreeType; - return &io; + ImGui_ImplFreeType_Data* bd = (ImGui_ImplFreeType_Data*)atlas->FontLoaderData; + IM_ASSERT(bd != NULL); + FT_Done_Library(bd->Library); + IM_DELETE(bd); + atlas->FontLoaderData = NULL; +} + +bool ImGui_ImplFreeType_FontSrcInit(ImFontAtlas* atlas, ImFontConfig* src) +{ + ImGui_ImplFreeType_Data* bd = (ImGui_ImplFreeType_Data*)atlas->FontLoaderData; + ImGui_ImplFreeType_FontSrcData* bd_font_data = IM_NEW(ImGui_ImplFreeType_FontSrcData); + IM_ASSERT(src->FontLoaderData == NULL); + src->FontLoaderData = bd_font_data; + + if (!bd_font_data->InitFont(bd->Library, src, (ImGuiFreeTypeLoaderFlags)atlas->FontLoaderFlags)) + { + IM_DELETE(bd_font_data); + src->FontLoaderData = NULL; + return false; + } + + return true; +} + +void ImGui_ImplFreeType_FontSrcDestroy(ImFontAtlas* atlas, ImFontConfig* src) +{ + IM_UNUSED(atlas); + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + IM_DELETE(bd_font_data); + src->FontLoaderData = NULL; +} + +bool ImGui_ImplFreeType_FontBakedInit(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src) +{ + IM_UNUSED(atlas); + float size = baked->Size; + if (src->MergeMode && src->SizePixels != 0.0f) + size *= (src->SizePixels / baked->ContainerFont->Sources[0]->SizePixels); + + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + bd_font_data->BakedLastActivated = baked; + + // We use one FT_Size per (source + baked) combination. + ImGui_ImplFreeType_FontSrcBakedData* bd_baked_data = (ImGui_ImplFreeType_FontSrcBakedData*)loader_data_for_baked_src; + IM_ASSERT(bd_baked_data != NULL); + IM_PLACEMENT_NEW(bd_baked_data) ImGui_ImplFreeType_FontSrcBakedData(); + + FT_New_Size(bd_font_data->FtFace, &bd_baked_data->FtSize); + FT_Activate_Size(bd_baked_data->FtSize); + + // Vuhdo 2017: "I'm not sure how to deal with font sizes properly. As far as I understand, currently ImGui assumes that the 'pixel_height' + // is a maximum height of an any given glyph, i.e. it's the sum of font's ascender and descender. Seems strange to me. + // FT_Set_Pixel_Sizes() doesn't seem to get us the same result." + // (FT_Set_Pixel_Sizes() essentially calls FT_Request_Size() with FT_SIZE_REQUEST_TYPE_NOMINAL) + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + FT_Size_RequestRec req; + req.type = (bd_font_data->UserFlags & ImGuiFreeTypeBuilderFlags_Bitmap) ? FT_SIZE_REQUEST_TYPE_NOMINAL : FT_SIZE_REQUEST_TYPE_REAL_DIM; + req.width = 0; + req.height = (uint32_t)(size * 64 * rasterizer_density); + req.horiResolution = 0; + req.vertResolution = 0; + FT_Request_Size(bd_font_data->FtFace, &req); + + // Output + if (src->MergeMode == false) + { + // Read metrics + FT_Size_Metrics metrics = bd_baked_data->FtSize->metrics; + const float scale = 1.0f / rasterizer_density; + baked->Ascent = (float)FT_CEIL(metrics.ascender) * scale; // The pixel extents above the baseline in pixels (typically positive). + baked->Descent = (float)FT_CEIL(metrics.descender) * scale; // The extents below the baseline in pixels (typically negative). + //LineSpacing = (float)FT_CEIL(metrics.height) * scale; // The baseline-to-baseline distance. Note that it usually is larger than the sum of the ascender and descender taken as absolute values. There is also no guarantee that no glyphs extend above or below subsequent baselines when using this distance. Think of it as a value the designer of the font finds appropriate. + //LineGap = (float)FT_CEIL(metrics.height - metrics.ascender + metrics.descender) * scale; // The spacing in pixels between one row's descent and the next row's ascent. + //MaxAdvanceWidth = (float)FT_CEIL(metrics.max_advance) * scale; // This field gives the maximum horizontal cursor advance for all glyphs in the font. + } + return true; +} + +void ImGui_ImplFreeType_FontBakedDestroy(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src) +{ + IM_UNUSED(atlas); + IM_UNUSED(baked); + IM_UNUSED(src); + ImGui_ImplFreeType_FontSrcBakedData* bd_baked_data = (ImGui_ImplFreeType_FontSrcBakedData*)loader_data_for_baked_src; + IM_ASSERT(bd_baked_data != NULL); + FT_Done_Size(bd_baked_data->FtSize); + bd_baked_data->~ImGui_ImplFreeType_FontSrcBakedData(); // ~IM_PLACEMENT_DELETE() +} + +bool ImGui_ImplFreeType_FontBakedLoadGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImFontBaked* baked, void* loader_data_for_baked_src, ImWchar codepoint, ImFontGlyph* out_glyph) +{ + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + uint32_t glyph_index = FT_Get_Char_Index(bd_font_data->FtFace, codepoint); + if (glyph_index == 0) + return false; + + if (bd_font_data->BakedLastActivated != baked) // <-- could use id + { + // Activate current size + ImGui_ImplFreeType_FontSrcBakedData* bd_baked_data = (ImGui_ImplFreeType_FontSrcBakedData*)loader_data_for_baked_src; + FT_Activate_Size(bd_baked_data->FtSize); + bd_font_data->BakedLastActivated = baked; + } + + const FT_Glyph_Metrics* metrics = ImGui_ImplFreeType_LoadGlyph(bd_font_data, codepoint); + if (metrics == NULL) + return false; + + // Render glyph into a bitmap (currently held by FreeType) + FT_Face face = bd_font_data->FtFace; + FT_GlyphSlot slot = face->glyph; + FT_Render_Mode render_mode = (bd_font_data->UserFlags & ImGuiFreeTypeBuilderFlags_Monochrome) ? FT_RENDER_MODE_MONO : FT_RENDER_MODE_NORMAL; + FT_Error error = FT_Render_Glyph(slot, render_mode); + const FT_Bitmap* ft_bitmap = &slot->bitmap; + if (error != 0 || ft_bitmap == nullptr) + return NULL; + + const int w = (int)ft_bitmap->width; + const int h = (int)ft_bitmap->rows; + const bool is_visible = (w != 0 && h != 0); + const float rasterizer_density = src->RasterizerDensity * baked->RasterizerDensity; + + // Prepare glyph + out_glyph->Codepoint = codepoint; + out_glyph->AdvanceX = (slot->advance.x / FT_SCALEFACTOR) / rasterizer_density; + + // Pack and retrieve position inside texture atlas + if (is_visible) + { + ImFontAtlasRectId pack_id = ImFontAtlasPackAddRect(atlas, w, h); + if (pack_id == ImFontAtlasRectId_Invalid) + { + // Pathological out of memory case (TexMaxWidth/TexMaxHeight set too small?) + IM_ASSERT(pack_id != ImFontAtlasRectId_Invalid && "Out of texture memory."); + return NULL; + } + ImTextureRect* r = ImFontAtlasPackGetRect(atlas, pack_id); + + // Render pixels to our temporary buffer + atlas->Builder->TempBuffer.resize(w * h * 4); + uint32_t* temp_buffer = (uint32_t*)atlas->Builder->TempBuffer.Data; + ImGui_ImplFreeType_BlitGlyph(ft_bitmap, temp_buffer, w); + + const float ref_size = baked->ContainerFont->Sources[0]->SizePixels; + const float offsets_scale = (ref_size != 0.0f) ? (baked->Size / ref_size) : 1.0f; + float font_off_x = (src->GlyphOffset.x * offsets_scale); + float font_off_y = (src->GlyphOffset.y * offsets_scale) + baked->Ascent; + if (src->PixelSnapH) // Snap scaled offset. This is to mitigate backward compatibility issues for GlyphOffset, but a better design would be welcome. + font_off_x = IM_ROUND(font_off_x); + if (src->PixelSnapV) + font_off_y = IM_ROUND(font_off_y); + float recip_h = 1.0f / rasterizer_density; + float recip_v = 1.0f / rasterizer_density; + + // Register glyph + float glyph_off_x = (float)face->glyph->bitmap_left; + float glyph_off_y = (float)-face->glyph->bitmap_top; + out_glyph->X0 = glyph_off_x * recip_h + font_off_x; + out_glyph->Y0 = glyph_off_y * recip_v + font_off_y; + out_glyph->X1 = (glyph_off_x + w) * recip_h + font_off_x; + out_glyph->Y1 = (glyph_off_y + h) * recip_v + font_off_y; + out_glyph->Visible = true; + out_glyph->Colored = (ft_bitmap->pixel_mode == FT_PIXEL_MODE_BGRA); + out_glyph->PackId = pack_id; + ImFontAtlasBakedSetFontGlyphBitmap(atlas, baked, src, out_glyph, r, (const unsigned char*)temp_buffer, ImTextureFormat_RGBA32, w * 4); + } + + return true; +} + +bool ImGui_ImplFreetype_FontSrcContainsGlyph(ImFontAtlas* atlas, ImFontConfig* src, ImWchar codepoint) +{ + IM_UNUSED(atlas); + ImGui_ImplFreeType_FontSrcData* bd_font_data = (ImGui_ImplFreeType_FontSrcData*)src->FontLoaderData; + int glyph_index = FT_Get_Char_Index(bd_font_data->FtFace, codepoint); + return glyph_index != 0; +} + +const ImFontLoader* ImGuiFreeType::GetFontLoader() +{ + static ImFontLoader loader; + loader.Name = "FreeType"; + loader.LoaderInit = ImGui_ImplFreeType_LoaderInit; + loader.LoaderShutdown = ImGui_ImplFreeType_LoaderShutdown; + loader.FontSrcInit = ImGui_ImplFreeType_FontSrcInit; + loader.FontSrcDestroy = ImGui_ImplFreeType_FontSrcDestroy; + loader.FontSrcContainsGlyph = ImGui_ImplFreetype_FontSrcContainsGlyph; + loader.FontBakedInit = ImGui_ImplFreeType_FontBakedInit; + loader.FontBakedDestroy = ImGui_ImplFreeType_FontBakedDestroy; + loader.FontBakedLoadGlyph = ImGui_ImplFreeType_FontBakedLoadGlyph; + loader.FontBakedSrcLoaderDataSize = sizeof(ImGui_ImplFreeType_FontSrcBakedData); + return &loader; } void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data) @@ -849,6 +587,22 @@ void ImGuiFreeType::SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* u GImGuiFreeTypeAllocatorUserData = user_data; } +bool ImGuiFreeType::DebugEditFontLoaderFlags(unsigned int* p_font_loader_flags) +{ + bool edited = false; + edited |= ImGui::CheckboxFlags("NoHinting", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_NoHinting); + edited |= ImGui::CheckboxFlags("NoAutoHint", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_NoAutoHint); + edited |= ImGui::CheckboxFlags("ForceAutoHint",p_font_loader_flags, ImGuiFreeTypeBuilderFlags_ForceAutoHint); + edited |= ImGui::CheckboxFlags("LightHinting", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_LightHinting); + edited |= ImGui::CheckboxFlags("MonoHinting", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_MonoHinting); + edited |= ImGui::CheckboxFlags("Bold", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_Bold); + edited |= ImGui::CheckboxFlags("Oblique", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_Oblique); + edited |= ImGui::CheckboxFlags("Monochrome", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_Monochrome); + edited |= ImGui::CheckboxFlags("LoadColor", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_LoadColor); + edited |= ImGui::CheckboxFlags("Bitmap", p_font_loader_flags, ImGuiFreeTypeBuilderFlags_Bitmap); + return edited; +} + #ifdef IMGUI_ENABLE_FREETYPE_LUNASVG // For more details, see https://gitlab.freedesktop.org/freetype/freetype-demos/-/blob/master/src/rsvg-port.c // The original code from the demo is licensed under CeCILL-C Free Software License Agreement (https://gitlab.freedesktop.org/freetype/freetype/-/blob/master/LICENSE.TXT) @@ -885,7 +639,7 @@ static FT_Error ImGuiLunasvgPortRender(FT_GlyphSlot slot, FT_Pointer* _state) #else state->svg->setMatrix(state->svg->matrix().identity()); // Reset the svg matrix to the default value state->svg->render(bitmap, state->matrix); // state->matrix is already scaled and translated -#endif +#endif state->err = FT_Err_Ok; return state->err; } diff --git a/misc/freetype/imgui_freetype.h b/misc/freetype/imgui_freetype.h index 9d367074e..4f7306790 100644 --- a/misc/freetype/imgui_freetype.h +++ b/misc/freetype/imgui_freetype.h @@ -6,7 +6,9 @@ #ifndef IMGUI_DISABLE // Usage: -// - Add '#define IMGUI_ENABLE_FREETYPE' in your imconfig to enable support for imgui_freetype in imgui. +// - Add '#define IMGUI_ENABLE_FREETYPE' in your imconfig to automatically enable support +// for imgui_freetype in imgui. It is equivalent to selecting the default loader with: +// io.Fonts.FontLoader = ImGuiFreeType::GetFontLoader() // Optional support for OpenType SVG fonts: // - Add '#define IMGUI_ENABLE_FREETYPE_PLUTOSVG' to use plutosvg (not provided). See #7927. @@ -14,44 +16,67 @@ // Forward declarations struct ImFontAtlas; -struct ImFontBuilderIO; +struct ImFontLoader; // Hinting greatly impacts visuals (and glyph sizes). // - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. // - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h // - The Default hinting mode usually looks good, but may distort glyphs in an unusual way. // - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. -// You can set those flags globally in ImFontAtlas::FontBuilderFlags -// You can set those flags on a per font basis in ImFontConfig::FontBuilderFlags -enum ImGuiFreeTypeBuilderFlags +// You can set those flags globally in ImFontAtlas::FontLoaderFlags +// You can set those flags on a per font basis in ImFontConfig::FontLoaderFlags +typedef unsigned int ImGuiFreeTypeLoaderFlags; +enum ImGuiFreeTypeLoaderFlags_ { - ImGuiFreeTypeBuilderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. - ImGuiFreeTypeBuilderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter. - ImGuiFreeTypeBuilderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. - ImGuiFreeTypeBuilderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. - ImGuiFreeTypeBuilderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. - ImGuiFreeTypeBuilderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? - ImGuiFreeTypeBuilderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? - ImGuiFreeTypeBuilderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! - ImGuiFreeTypeBuilderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs - ImGuiFreeTypeBuilderFlags_Bitmap = 1 << 9 // Enable FreeType bitmap glyphs + ImGuiFreeTypeLoaderFlags_NoHinting = 1 << 0, // Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes. + ImGuiFreeTypeLoaderFlags_NoAutoHint = 1 << 1, // Disable auto-hinter. + ImGuiFreeTypeLoaderFlags_ForceAutoHint = 1 << 2, // Indicates that the auto-hinter is preferred over the font's native hinter. + ImGuiFreeTypeLoaderFlags_LightHinting = 1 << 3, // A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape. This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis), as is done by Microsoft's ClearType and Adobe's proprietary font renderer. This preserves inter-glyph spacing in horizontal text. + ImGuiFreeTypeLoaderFlags_MonoHinting = 1 << 4, // Strong hinting algorithm that should only be used for monochrome output. + ImGuiFreeTypeLoaderFlags_Bold = 1 << 5, // Styling: Should we artificially embolden the font? + ImGuiFreeTypeLoaderFlags_Oblique = 1 << 6, // Styling: Should we slant the font, emulating italic style? + ImGuiFreeTypeLoaderFlags_Monochrome = 1 << 7, // Disable anti-aliasing. Combine this with MonoHinting for best results! + ImGuiFreeTypeLoaderFlags_LoadColor = 1 << 8, // Enable FreeType color-layered glyphs + ImGuiFreeTypeLoaderFlags_Bitmap = 1 << 9, // Enable FreeType bitmap glyphs + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + ImGuiFreeTypeBuilderFlags_NoHinting = ImGuiFreeTypeLoaderFlags_NoHinting, + ImGuiFreeTypeBuilderFlags_NoAutoHint = ImGuiFreeTypeLoaderFlags_NoAutoHint, + ImGuiFreeTypeBuilderFlags_ForceAutoHint = ImGuiFreeTypeLoaderFlags_ForceAutoHint, + ImGuiFreeTypeBuilderFlags_LightHinting = ImGuiFreeTypeLoaderFlags_LightHinting, + ImGuiFreeTypeBuilderFlags_MonoHinting = ImGuiFreeTypeLoaderFlags_MonoHinting, + ImGuiFreeTypeBuilderFlags_Bold = ImGuiFreeTypeLoaderFlags_Bold, + ImGuiFreeTypeBuilderFlags_Oblique = ImGuiFreeTypeLoaderFlags_Oblique, + ImGuiFreeTypeBuilderFlags_Monochrome = ImGuiFreeTypeLoaderFlags_Monochrome, + ImGuiFreeTypeBuilderFlags_LoadColor = ImGuiFreeTypeLoaderFlags_LoadColor, + ImGuiFreeTypeBuilderFlags_Bitmap = ImGuiFreeTypeLoaderFlags_Bitmap, +#endif }; +// Obsolete names (will be removed) +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +typedef ImGuiFreeTypeLoaderFlags_ ImGuiFreeTypeBuilderFlags_; +#endif + namespace ImGuiFreeType { // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'. // If you need to dynamically select between multiple builders: - // - you can manually assign this builder with 'atlas->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()' - // - prefer deep-copying this into your own ImFontBuilderIO instance if you use hot-reloading that messes up static data. - IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType(); + // - you can manually assign this builder with 'atlas->FontLoader = ImGuiFreeType::GetFontLoader()' + // - prefer deep-copying this into your own ImFontLoader instance if you use hot-reloading that messes up static data. + IMGUI_API const ImFontLoader* GetFontLoader(); // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE() // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired. IMGUI_API void SetAllocatorFunctions(void* (*alloc_func)(size_t sz, void* user_data), void (*free_func)(void* ptr, void* user_data), void* user_data = nullptr); - // Obsolete names (will be removed soon) + // Display UI to edit ImFontAtlas::FontLoaderFlags (shared) or ImFontConfig::FontLoaderFlags (single source) + IMGUI_API bool DebugEditFontLoaderFlags(ImGuiFreeTypeLoaderFlags* p_font_loader_flags); + + // Obsolete names (will be removed) #ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS - //static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontBuilderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE' + //IMGUI_API const ImFontBuilderIO* GetBuilderForFreeType(); // Renamed/changed in 1.92. Change 'io.Fonts->FontBuilderIO = ImGuiFreeType::GetBuilderForFreeType()' to 'io.Fonts.FontLoader = ImGuiFreeType::GetFontLoader()' if you need runtime selection. + //static inline bool BuildFontAtlas(ImFontAtlas* atlas, unsigned int flags = 0) { atlas->FontBuilderIO = GetBuilderForFreeType(); atlas->FontLoaderFlags = flags; return atlas->Build(); } // Prefer using '#define IMGUI_ENABLE_FREETYPE' #endif }