Added IO.FontFallbackGlyph (default to '?') + UTF-8 test in demo window

This commit is contained in:
ocornut 2014-09-26 01:06:27 +01:00
parent 22fe7f23b1
commit f898e658bb
2 changed files with 55 additions and 19 deletions

View file

@ -320,6 +320,7 @@ ImGuiIO::ImGuiIO()
FontTexUvForWhite = ImVec2(0.0f,0.0f);
FontBaseScale = 1.0f;
FontAllowUserScaling = false;
FontFallbackGlyph = (ImWchar)'?';
PixelCenterOffset = 0.0f;
MousePos = ImVec2(-1,-1);
MousePosPrev = ImVec2(-1,-1);
@ -4085,7 +4086,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
bool cancel_edit = false;
bool enter_pressed = false;
static char text_tmp_utf8[IM_ARRAYSIZE(edit_state.InitialText)];
if (g.ActiveId == id)
if (g.ActiveId == id)
{
// Edit in progress
edit_state.BufSize = buf_size < IM_ARRAYSIZE(edit_state.Text) ? buf_size : IM_ARRAYSIZE(edit_state.Text);
@ -4140,7 +4141,7 @@ bool InputText(const char* label, char* buf, size_t buf_size, ImGuiInputTextFlag
{
const int ib = edit_state.HasSelection() ? ImMin(edit_state.StbState.select_start, edit_state.StbState.select_end) : 0;
const int ie = edit_state.HasSelection() ? ImMax(edit_state.StbState.select_start, edit_state.StbState.select_end) : (int)ImStrlenW(edit_state.Text);
ImTextStrToUtf8(text_tmp_utf8, IM_ARRAYSIZE(text_tmp_utf8), edit_state.Text+ib, edit_state.Text+ie);
ImTextStrToUtf8(text_tmp_utf8, IM_ARRAYSIZE(text_tmp_utf8), edit_state.Text+ib, edit_state.Text+ie);
g.IO.SetClipboardTextFn(text_tmp_utf8);
}
@ -5577,6 +5578,7 @@ ImVec2 ImBitmapFont::CalcTextSizeA(float size, float max_width, const char* text
const float scale = size / (float)Info->FontSize;
const float line_height = (float)Info->FontSize * scale;
const FntGlyph* fallback_glyph = FindGlyph(GImGui.IO.FontFallbackGlyph);
ImVec2 text_size = ImVec2(0,0);
float line_width = 0.0f;
@ -5595,20 +5597,26 @@ ImVec2 ImBitmapFont::CalcTextSizeA(float size, float max_width, const char* text
text_size.y += line_height;
line_width = 0;
}
else if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
{
const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
//const float char_extend = (glyph->XOffset + glyph->Width * scale);
if (line_width + char_width >= max_width)
break;
line_width += char_width;
}
else if (c == '\t')
{
// FIXME: Better TAB handling needed.
if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
line_width += (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
}
else
{
const FntGlyph* glyph = FindGlyph((unsigned short)c);
if (!glyph)
glyph = fallback_glyph;
if (glyph)
{
const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
//const float char_extend = (glyph->XOffset + glyph->Width * scale);
if (line_width + char_width >= max_width)
break;
line_width += char_width;
}
}
}
if (line_width > 0 || text_size.y == 0.0f)
@ -5633,6 +5641,7 @@ ImVec2 ImBitmapFont::CalcTextSizeW(float size, float max_width, const ImWchar* t
const float scale = size / (float)Info->FontSize;
const float line_height = (float)Info->FontSize * scale;
const FntGlyph* fallback_glyph = FindGlyph(GImGui.IO.FontFallbackGlyph);
ImVec2 text_size = ImVec2(0,0);
float line_width = 0.0f;
@ -5649,20 +5658,26 @@ ImVec2 ImBitmapFont::CalcTextSizeW(float size, float max_width, const ImWchar* t
text_size.y += line_height;
line_width = 0;
}
else if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
{
const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
//const float char_extend = (glyph->XOffset + glyph->Width * scale);
if (line_width + char_width >= max_width)
break;
line_width += char_width;
}
else if (c == '\t')
{
// FIXME: Better TAB handling needed.
if (const FntGlyph* glyph = FindGlyph((unsigned short)' '))
line_width += (glyph->XAdvance + Info->SpacingHoriz) * 4 * scale;
}
else
{
const FntGlyph* glyph = FindGlyph((unsigned short)c);
if (!glyph)
glyph = fallback_glyph;
if (glyph)
{
const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
//const float char_extend = (glyph->XOffset + glyph->Width * scale);
if (line_width + char_width >= max_width)
break;
line_width += char_width;
}
}
}
if (line_width > 0 || text_size.y == 0.0f)
@ -5688,6 +5703,7 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
const float tex_scale_x = 1.0f / (float)Common->ScaleW;
const float tex_scale_y = 1.0f / (float)(Common->ScaleH);
const float outline = (float)Info->Outline;
const FntGlyph* fallback_glyph = FindGlyph(GImGui.IO.FontFallbackGlyph);
// Align to be pixel perfect
pos.x = (float)(int)pos.x;
@ -5712,7 +5728,10 @@ void ImBitmapFont::RenderText(float size, ImVec2 pos, ImU32 col, const ImVec4& c
continue;
}
if (const FntGlyph* glyph = FindGlyph((unsigned short)c))
const FntGlyph* glyph = FindGlyph((unsigned short)c);
if (!glyph)
glyph = fallback_glyph;
if (glyph)
{
const float char_width = (glyph->XAdvance + Info->SpacingHoriz) * scale;
//const float char_extend = (glyph->XOffset + glyph->Width * scale);
@ -6038,6 +6057,22 @@ void ShowTestWindow(bool* open)
ImGui::TreePop();
}
if (ImGui::TreeNode("UTF-8 Text"))
{
// UTF-8 test (need a suitable font, try extra_fonts/mplus* files for example)
// Most compiler appears to support UTF-8 in source code (with Visual Studio you need to save your file as 'UTF-8 without signature')
// However for the sake for maximum portability here we are *not* including raw UTF-8 character in this source file, instead we encode the string with with hexadecimal constants.
// In your own application please be reasonable and use UTF-8 in the source or get the data from external files. :)
//const char* utf8_string = "\xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93\x20\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e"; // Japanese text for "Kakikukeo" (Hiragana) followed by "Nihongo" (kanji)
ImGui::Text("(CJK text will only appears if the font supports it. Please check in\nthe extra_fonts/ folder if you intend to use non-ASCII characters.\nNote that characters values are preserved even if the font cannot be\ndisplayed, so you can safely copy & paste garbled characters.)");
ImGui::Text("Hiragana: \xe3\x81\x8b\xe3\x81\x8d\xe3\x81\x8f\xe3\x81\x91\xe3\x81\x93 (kakikukeko)");
ImGui::Text("Kanjis: \xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e (nihongo)");
static char buf[32] = "\xe6\x97\xa5\xe6\x9c\xac\xe8\xaa\x9e";
ImGui::InputText("UTF-8 input", buf, IM_ARRAYSIZE(buf));
ImGui::TreePop();
}
static int e = 0;
ImGui::RadioButton("radio a", &e, 0); ImGui::SameLine();
ImGui::RadioButton("radio b", &e, 1); ImGui::SameLine();

View file

@ -419,6 +419,7 @@ struct ImGuiIO
ImVec2 FontTexUvForWhite; // = (0.0f,0.0f) // Font texture must have a white pixel at this UV coordinate. Adjust if you are using custom texture.
float FontBaseScale; // = 1.0f // Base font scale, multiplied by the per-window font scale which you can adjust with SetFontScale()
bool FontAllowUserScaling; // = false // Set to allow scaling text with CTRL+Wheel.
ImWchar FontFallbackGlyph; // = '?' // Replacement glyph is one isn't found.
float PixelCenterOffset; // = 0.0f // Try to set to 0.5f or 0.375f if rendering is blurry
//------------------------------------------------------------------