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#
include
"
mvFontManager.h
"
#
include
"
mvToolManager.h
"
#
include
<
imgui.h
>
#
include
<
assert.h
>
#
include
<
array
>
#
include
"
mvContext.h
"
#
include
"
mvAppItem.h
"
#
include
"
mvCore.h
"
#
include
"
mvItemRegistry.h
"
#
include
"
mvViewport.h
"
#
include
"
mvPyUtils.h
"
#
include
<
frameobject.h
>
#
include
"
mvTextureItems.h
"
#
include
<
CustomFont.cpp
>
#
include
<
CustomFont.h
>
#
define
IM_MIN
(
A, B
) (((A) < (B)) ? (A) : (B))
#
define
IM_MAX
(
A, B
) (((A) >= (B)) ? (A) : (B))
//
Helper to display a little (?) mark which shows a tooltip when hovered.
//
In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.md)
static
void
HelpMarker
(
const
char
* desc)
{
ImGui::TextDisabled
(
"
(?)
"
);
if
(
ImGui::IsItemHovered
())
{
if
(
ImGui::BeginTooltip
()) {
ImGui::PushTextWrapPos
(
ImGui::GetFontSize
() *
35
.
0f
);
ImGui::TextUnformatted
(desc);
ImGui::PopTextWrapPos
();
ImGui::EndTooltip
();
}
}
}
//
[Internal] Display details for a single font, called by ShowStyleEditor().
static
void
NodeFont
(ImFont* font)
{
ImGuiIO& io =
ImGui::GetIO
();
ImGuiStyle& style =
ImGui::GetStyle
();
bool
font_details_opened =
ImGui::TreeNode
(font,
"
Font:
\"
%s
\"\n
%.2f px, %d glyphs, %d file(s)
"
,
font->
ConfigData
? font->
ConfigData
[
0
].
Name
:
"
"
, font->
FontSize
, font->
Glyphs
.
Size
, font->
ConfigDataCount
);
ImGui::SameLine
();
if
(
ImGui::SmallButton
(
"
Set as default
"
)) { io.
FontDefault
= font; }
if
(!font_details_opened)
return
;
ImGui::PushFont
(font);
ImGui::Text
(
"
The quick brown fox jumps over the lazy dog
"
);
ImGui::PopFont
();
ImGui::DragFloat
(
"
Font scale
"
, &font->
Scale
,
0
.
005f
,
0
.
3f
,
2
.
0f
,
"
%.1f
"
);
//
Scale only this font
ImGui::SameLine
();
HelpMarker
(
"
Note than 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.)
"
);
//
ImGui::InputFloat("Font offset", &font->GlyphOffset.y, 1, 1, "%.0f");
//
ImGui::InputInt("Font offset", &font->ConfigData->GlyphOffset.y, 1, 1, "%.0f");
ImGui::Text
(
"
Ascent: %f, Descent: %f, Height: %f
"
, font->
Ascent
, font->
Descent
, font->
Ascent
- font->
Descent
);
ImGui::Text
(
"
Fallback character: '%c' (U+%04X)
"
, font->
FallbackChar
, font->
FallbackChar
);
ImGui::Text
(
"
Ellipsis character: '%c' (U+%04X)
"
, font->
EllipsisChar
, font->
EllipsisChar
);
const
int
surface_sqrt = (
int
)
sqrtf
((
float
)font->
MetricsTotalSurface
);
ImGui::Text
(
"
Texture Area: about %d px ~%dx%d px
"
, font->
MetricsTotalSurface
, surface_sqrt, surface_sqrt);
for
(
int
config_i =
0
; config_i < font->
ConfigDataCount
; config_i++)
if
(font->
ConfigData
)
if
(
const
ImFontConfig* cfg = &font->
ConfigData
[config_i])
ImGui::BulletText
(
"
Input %d:
\'
%s
\'
, Oversample: (%d,%d), PixelSnapH: %d
"
,
config_i, cfg->
Name
, cfg->
OversampleH
, cfg->
OversampleV
, cfg->
PixelSnapH
);
if
(
ImGui::TreeNode
(
"
Glyphs
"
,
"
Glyphs (%d)
"
, font->
Glyphs
.
Size
))
{
//
Display all glyphs of the fonts in separate pages of 256 characters
const
ImU32 glyph_col =
ImGui::GetColorU32
(ImGuiCol_Text);
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 &
4095
) && font->
IsGlyphRangeUnused
(base, base +
4095
))
{
base +=
4096
-
256
;
continue
;
}
int
count =
0
;
for
(
unsigned
int
n =
0
; n <
256
; n++)
if
(font->
FindGlyphNoFallback
((ImWchar)(base + n)))
count++;
if
(count <=
0
)
continue
;
if
(!
ImGui::TreeNode
((
void
*)(
intptr_t
)base,
"
U+%04X..U+%04X (%d %s)
"
, base, base +
255
, count, count >
1
?
"
glyphs
"
:
"
glyph
"
))
continue
;
float
cell_size = font->
FontSize
*
1
;
float
cell_spacing = style.
ItemSpacing
.
y
;
ImVec2 base_pos =
ImGui::GetCursorScreenPos
();
ImDrawList* draw_list =
ImGui::GetWindowDrawList
();
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)
font->
RenderChar
(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
if
(glyph &&
ImGui::IsMouseHoveringRect
(cell_p1, cell_p2))
{
if
(
ImGui::BeginTooltip
()) {
ImGui::Text
(
"
Codepoint: U+%04X
"
, base + n);
ImGui::Separator
();
ImGui::Text
(
"
Visible: %d
"
, glyph->
Visible
);
ImGui::Text
(
"
AdvanceX: %.1f
"
, glyph->
AdvanceX
);
ImGui::Text
(
"
Pos: (%.2f,%.2f)->(%.2f,%.2f)
"
, glyph->
X0
, glyph->
Y0
, glyph->
X1
, glyph->
Y1
);
ImGui::Text
(
"
UV: (%.3f,%.3f)->(%.3f,%.3f)
"
, glyph->
U0
, glyph->
V0
, glyph->
U1
, glyph->
V1
);
ImGui::EndTooltip
();
}
}
}
ImGui::Dummy
(
ImVec2
((cell_size + cell_spacing) *
16
, (cell_size + cell_spacing) *
16
));
ImGui::TreePop
();
}
ImGui::TreePop
();
}
ImGui::TreePop
();
}
//
Demo helper function to select among loaded fonts.
//
Here we use the regular BeginCombo()/EndCombo() api which is more the more flexible one.
static
void
ShowCustomFontSelector
(
const
char
* label)
{
ImGuiIO& io =
ImGui::GetIO
();
ImFont* font_current =
ImGui::GetFont
();
if
(
ImGui::BeginCombo
(label, font_current->
GetDebugName
()))
{
for
(
int
n =
0
; n < io.
Fonts
->
Fonts
.
Size
; n++)
{
ImFont* font = io.
Fonts
->
Fonts
[n];
ImGui::PushID
((
void
*)font);
if
(
ImGui::Selectable
(font->
GetDebugName
(), font == font_current))
io.
FontDefault
= font;
ImGui::PopID
();
}
ImGui::EndCombo
();
}
}
bool
mvFontManager::isInvalid
()
const
{
return
_dirty;
}
void
mvFontManager::rebuildAtlas
()
{
auto
& roots = GContext->
itemRegistry
->
fontRegistryRoots
;
if
(!roots.
empty
())
{
ImGuiIO& io =
ImGui::GetIO
();
io.
Fonts
->
Clear
();
io.
FontDefault
= io.
Fonts
->
AddFontDefault
();
for
(
auto
& item : roots[
0
]->
childslots
[
1
])
{
item->
customAction
(
nullptr
);
}
}
_dirty =
false
;
}
void
mvFontManager::updateAtlas
()
{
auto
item =
GetItem
(*GContext->
itemRegistry
,
MV_ATLAS_UUID
);
if
(item)
static_cast
<mvStaticTexture*>(item)->
markDirty
();
}
void
mvFontManager::drawWidgets
()
{
ShowCustomFontSelector
(
"
Fonts##Selector
"
);
ImGuiIO& io =
ImGui::GetIO
();
ImFontAtlas* atlas = io.
Fonts
;
ImGui::PushItemWidth
(
120
);
for
(
int
i =
0
; i < atlas->
Fonts
.
Size
; i++)
{
ImFont* font = atlas->
Fonts
[i];
ImGui::PushID
(font);
NodeFont
(font);
ImGui::PopID
();
}
if
(
ImGui::TreeNode
(
"
Atlas texture
"
,
"
Atlas texture (%dx%d pixels)
"
, atlas->
TexWidth
, atlas->
TexHeight
))
{
ImVec4 tint_col =
ImVec4
(
1
.
0f
,
1
.
0f
,
1
.
0f
,
1
.
0f
);
ImVec4 border_col =
ImVec4
(
1
.
0f
,
1
.
0f
,
1
.
0f
,
0
.
5f
);
ImGui::Image
(atlas->
TexID
,
ImVec2
((
float
)atlas->
TexWidth
, (
float
)atlas->
TexHeight
),
ImVec2
(
0
,
0
),
ImVec2
(
1
,
1
), tint_col, border_col);
ImGui::TreePop
();
}
//
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).
const
float
MIN_SCALE
=
0
.
3f
;
const
float
MAX_SCALE
=
2
.
0f
;
HelpMarker
(
"
Those are old settings provided for convenience.
\n
"
"
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.
"
);
if
(
ImGui::DragFloat
(
"
global scale
"
, &
getGlobalFontScale
(),
0
.
005f
,
MIN_SCALE
,
MAX_SCALE
,
"
%.2f
"
))
//
Scale everything
getGlobalFontScale
() =
IM_MAX
(
getGlobalFontScale
(),
MIN_SCALE
);
ImGui::PopItemWidth
();
}
void
mvFontManager::setGlobalFontScale
(
float
scale)
{
_globalFontScale = scale;
}
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