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Comments, moved ImFontAtlas::Flags to "public" area.

omar 7 years ago
parent
commit
024e23c4d7
3 changed files with 5 additions and 3 deletions
  1. 1 1
      imgui.h
  2. 2 1
      imgui_draw.cpp
  3. 2 1
      misc/fonts/README.txt

+ 1 - 1
imgui.h

@@ -1707,13 +1707,13 @@ struct ImFontAtlas
     // Members
     //-------------------------------------------
 
+    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.
     int                         TexGlyphPadding;    // Padding between glyphs within texture in pixels. Defaults to 1.
 
     // [Internal]
     // NB: Access texture data via GetTexData*() calls! Which will setup a default font for you.
-    ImFontAtlasFlags            Flags;              // Build flags
     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().

+ 2 - 1
imgui_draw.cpp

@@ -1360,15 +1360,16 @@ static const ImVec2 FONT_ATLAS_DEFAULT_TEX_CURSOR_DATA[ImGuiMouseCursor_Count_][
 
 ImFontAtlas::ImFontAtlas()
 {
+    Flags = 0x00;
     TexID = NULL;
     TexDesiredWidth = 0;
     TexGlyphPadding = 1;
+
     TexPixelsAlpha8 = NULL;
     TexPixelsRGBA32 = NULL;
     TexWidth = TexHeight = 0;
     TexUvScale = ImVec2(0.0f, 0.0f);
     TexUvWhitePixel = ImVec2(0.0f, 0.0f);
-    Flags = 0x00;
     for (int n = 0; n < IM_ARRAYSIZE(CustomRectIds); n++)
         CustomRectIds[n] = -1;
 }

+ 2 - 1
misc/fonts/README.txt

@@ -80,6 +80,7 @@ In this document:
 
   - Mind the fact that some graphics drivers have texture size limitation.
   - Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
+  - Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
   - You may reduce oversampling, e.g. config.OversampleH = 2 or 1.
   - Reduce glyphs ranges, consider calculating them based on your source data if this is possible.
 
@@ -111,7 +112,7 @@ In this document:
  Offset font vertically by altering the io.Font->DisplayOffset value:
 
    ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
-   font->DisplayOffset.y += 1;   // Render 1 pixel down
+   font->DisplayOffset.y = 1;   // Render 1 pixel down
 
 
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