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author | Miodrag Milanovic <mmicko@gmail.com> | 2018-10-21 09:28:35 +0200 |
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committer | Miodrag Milanovic <mmicko@gmail.com> | 2018-10-24 19:00:58 +0200 |
commit | b948b76c8ea5ec57b6a424baa1b117c0025c0328 (patch) | |
tree | 2708d134a5caf9652822052f0629a7a9f43d3efe /3rdparty/imgui/misc/fonts/README.txt | |
parent | 169b42da4a1064f28776ee80eaa7449facaf200b (diff) | |
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add imgui library
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-rw-r--r-- | 3rdparty/imgui/misc/fonts/README.txt | 290 |
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diff --git a/3rdparty/imgui/misc/fonts/README.txt b/3rdparty/imgui/misc/fonts/README.txt new file mode 100644 index 00000000..a40bb3d1 --- /dev/null +++ b/3rdparty/imgui/misc/fonts/README.txt @@ -0,0 +1,290 @@ + +The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), +a 13 pixels high, pixel-perfect font used by default. +We embed it font in source code so you can use Dear ImGui without any file system access. + +You may also load external .TTF/.OTF files. +The files in this folder are suggested fonts, provided as a convenience. +(Note: .OTF support in imstb_truetype.h currently doesn't appear to load every font) + +Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). +Also read dear imgui FAQ in imgui.cpp! + +If you have other loading/merging/adding fonts, you can post on the Dear ImGui "Getting Started" forum: + https://discourse.dearimgui.org/c/getting-started + + +--------------------------------------- + INDEX: +--------------------------------------- + +- Readme First / FAQ +- Using Icons +- Fonts Loading Instructions +- FreeType rasterizer, Small font sizes +- Building Custom Glyph Ranges +- Embedding Fonts in Source Code +- Credits/Licences for fonts included in this folder +- Links, Other fonts + + +--------------------------------------- + README FIRST / FAQ +--------------------------------------- + + - You can use the style editor ImGui::ShowStyleEditor() to browse your fonts and understand what's going on if you have an issue. + - Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). + - Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: + u8"hello" + u8"こんにちは" // this will be encoded as UTF-8 + - If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename". + - Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions. + + +--------------------------------------- + USING ICONS +--------------------------------------- + + Using an icon font (such as FontAwesome: http://fontawesome.io) is an easy and practical way to use icons in your ImGui application. + A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without + having to change fonts back and forth. + + To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: + https://github.com/juliettef/IconFontCppHeaders + + The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u + #define ICON_FA_SEARCH u8"\uf002" + The pre-C++11 version has the values directly encoded as utf-8: + #define ICON_FA_SEARCH "\xEF\x80\x82" + + Example: + + // 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 + static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; + io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); + + // Usage, e.g. + ImGui::Button(ICON_FA_SEARCH " Search"); + // C string _literals_ can be concatenated at compilation time, e.g. "hello" " world" + // ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB" + + // Usage, e.g. + ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); + + See Links below for other icons fonts and related tools. + + +--------------------------------------- + FONTS LOADING INSTRUCTIONS +--------------------------------------- + + Load default font: + + ImGuiIO& io = ImGui::GetIO(); + io.Fonts->AddFontDefault(); + + Load .TTF/.OTF file with: + + ImGuiIO& io = ImGui::GetIO(); + ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); + ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); + + // Select font at runtime + ImGui::Text("Hello"); // use the default font (which is the first loaded font) + ImGui::PushFont(font2); + ImGui::Text("Hello with another font"); + ImGui::PopFont(); + + For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally): + + ImFontConfig config; + config.OversampleH = 3; + config.OversampleV = 1; + config.GlyphExtraSpacing.x = 1.0f; + ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); + + If you have very 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 glyphs appears as white rectangles. + In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you + set OversampleH/OversampleV to 1 and use a small font size. + 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. + Some solutions: + + - 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose, + this will be the biggest win. + - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size. + - 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). + - 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. + + Combine two fonts into one: + + // Load a first font + ImFont* font = io.Fonts->AddFontDefault(); + + // Add character ranges and merge into the previous font + // The ranges array is not copied by the AddFont* functions and is used lazily + // so ensure it is available at the time of building or calling GetTexDataAsRGBA32(). + static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope. + ImFontConfig config; + config.MergeMode = true; + io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); + io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); + io.Fonts->Build(); + + Add a fourth parameter to bake specific font ranges only: + + // Basic Latin, Extended Latin + io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault()); + + // Default + Selection of 2500 Ideographs used by Simplified Chinese + io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); + + // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs + io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); + + See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges. + 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 + + +--------------------------------------- + FREETYPE RASTERIZER, SMALL FONT SIZES +--------------------------------------- + + 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/ folder. + + FreeType supports auto-hinting which tends to improve the readability of small fonts. + Note that this code currently creates textures that are unoptimally too large (could be fixed with some work). + Also note that correct sRGB space blending will have an important effect on your font rendering quality. + + +--------------------------------------- + BUILDING CUSTOM GLYPH RANGES +--------------------------------------- + + You can use the ImFontAtlas::GlyphRangesBuilder 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. + + ImVector<ImWchar> ranges; + ImFontAtlas::GlyphRangesBuilder builder; + builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) + builder.AddChar(0x7262); // Add a specific character + builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges + builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) + + io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); + io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted. + + +--------------------------------------- + EMBEDDING FONTS IN SOURCE CODE +--------------------------------------- + + Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code. + See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool. + You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README). + The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger. + + Then load the font with: + ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); + or: + ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...); + + +--------------------------------------- + CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER +--------------------------------------- + + Roboto-Medium.ttf + Apache License 2.0 + by Christian Robertson + https://fonts.google.com/specimen/Roboto + + Cousine-Regular.ttf + by Steve Matteson + Digitized data copyright (c) 2010 Google Corporation. + Licensed under the SIL Open Font License, Version 1.1 + https://fonts.google.com/specimen/Cousine + + DroidSans.ttf + Copyright (c) Steve Matteson + Apache License, version 2.0 + https://www.fontsquirrel.com/fonts/droid-sans + + ProggyClean.ttf + Copyright (c) 2004, 2005 Tristan Grimmer + MIT License + recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1 + http://www.proggyfonts.net/ + + ProggyTiny.ttf + Copyright (c) 2004, 2005 Tristan Grimmer + MIT License + recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1 + http://www.proggyfonts.net/ + + Karla-Regular.ttf + Copyright (c) 2012, Jonathan Pinhorn + SIL OPEN FONT LICENSE Version 1.1 + + +--------------------------------------- + LINKS, OTHER FONTS +--------------------------------------- + + (Icons) Icon fonts + https://fortawesome.github.io/Font-Awesome/ + https://github.com/SamBrishes/kenney-icon-font + https://design.google.com/icons/ + You can use https://github.com/juliettef/IconFontCppHeaders for C/C++ header files with name #define to access icon codepoint in source code. + + (Icons) IcoMoon - Custom Icon font builder + https://icomoon.io/app + + (Pixel perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) + https://github.com/kmar/Sweet16Font + Also include .inl file to use directly in dear imgui. + + (Regular) Open Sans Fonts + https://fonts.google.com/specimen/Open+Sans + + (Regular) Google Noto Fonts (worldwide languages) + https://www.google.com/get/noto/ + + (Monospace) Typefaces for source code beautification + https://github.com/chrissimpkins/codeface + + (Monospace) Programmation fonts + http://s9w.github.io/font_compare/ + + (Monospace) Proggy Programming Fonts + http://upperbounds.net + + (Monospace) Inconsolata + http://www.levien.com/type/myfonts/inconsolata.html + + (Monospace) Adobe Source Code Pro: Monospaced font family for user interface and coding environments + https://github.com/adobe-fonts/source-code-pro + + (Monospace) Monospace/Fixed Width Programmer's Fonts + http://www.lowing.org/fonts/ + + (Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need. + http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html + + Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing). + |