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Examples: remove comments/references about baking and GetGlyphRangesJapanese().

ocornut 3 luni în urmă
părinte
comite
d72e66cdee

+ 1 - 2
examples/example_allegro5/main.cpp

@@ -52,7 +52,6 @@ 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 \\ !
@@ -61,7 +60,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     bool show_demo_window = true;

+ 1 - 2
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

+ 1 - 2
examples/example_apple_metal/main.mm

@@ -72,7 +72,6 @@
     // - 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 \\ !
@@ -81,7 +80,7 @@
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     return self;

+ 1 - 2
examples/example_apple_opengl2/main.mm

@@ -60,7 +60,6 @@
     // - 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 \\ !
@@ -69,7 +68,7 @@
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 }
 

+ 1 - 2
examples/example_glfw_metal/main.mm

@@ -42,7 +42,6 @@ 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 \\ !
@@ -51,7 +50,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Setup window

+ 1 - 2
examples/example_glfw_opengl2/main.cpp

@@ -65,7 +65,6 @@ 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 \\ !
@@ -74,7 +73,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_glfw_opengl3/main.cpp

@@ -99,7 +99,6 @@ 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 \\ !
@@ -109,7 +108,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_glfw_vulkan/main.cpp

@@ -417,7 +417,6 @@ 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 \\ !
@@ -426,7 +425,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_glfw_wgpu/main.cpp

@@ -114,7 +114,6 @@ 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 \\ !
@@ -126,7 +125,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("fonts/ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 #endif
 

+ 1 - 2
examples/example_glut_opengl2/main.cpp

@@ -83,7 +83,6 @@ 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 \\ !
@@ -92,7 +91,7 @@ int main(int argc, char** argv)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Main loop

+ 1 - 2
examples/example_sdl2_directx11/main.cpp

@@ -84,7 +84,6 @@ 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 \\ !
@@ -93,7 +92,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl2_metal/main.mm

@@ -33,7 +33,6 @@ 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 \\ !
@@ -42,7 +41,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Setup SDL

+ 1 - 2
examples/example_sdl2_opengl2/main.cpp

@@ -70,7 +70,6 @@ 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 \\ !
@@ -79,7 +78,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl2_opengl3/main.cpp

@@ -110,7 +110,6 @@ 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 \\ !
@@ -120,7 +119,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl2_sdlrenderer2/main.cpp

@@ -72,7 +72,6 @@ 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 \\ !
@@ -81,7 +80,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl2_vulkan/main.cpp

@@ -417,7 +417,6 @@ 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 \\ !
@@ -426,7 +425,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl3_opengl3/main.cpp

@@ -106,7 +106,6 @@ 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 \\ !
@@ -116,7 +115,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl3_sdlgpu3/main.cpp

@@ -83,7 +83,6 @@ 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 \\ !
@@ -92,7 +91,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl3_sdlrenderer3/main.cpp

@@ -68,7 +68,6 @@ 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 \\ !
@@ -78,7 +77,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_sdl3_vulkan/main.cpp

@@ -422,7 +422,6 @@ 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 \\ !
@@ -431,7 +430,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_win32_directx10/main.cpp

@@ -67,7 +67,6 @@ 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 \\ !
@@ -76,7 +75,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_win32_directx11/main.cpp

@@ -67,7 +67,6 @@ 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 \\ !
@@ -76,7 +75,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_win32_directx12/main.cpp

@@ -161,7 +161,6 @@ 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 \\ !
@@ -170,7 +169,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_win32_directx9/main.cpp

@@ -65,7 +65,6 @@ 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 \\ !
@@ -74,7 +73,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_win32_opengl3/main.cpp

@@ -75,7 +75,6 @@ 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 \\ !
@@ -84,7 +83,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state

+ 1 - 2
examples/example_win32_vulkan/main.cpp

@@ -408,7 +408,6 @@ 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 \\ !
@@ -417,7 +416,7 @@ int main(int, char**)
     //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());
+    //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f);
     //IM_ASSERT(font != nullptr);
 
     // Our state