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mvFontManager.cpp
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228 lines (209 loc) · 8.13 KB
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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;
}