Closed aprchen closed 2 years ago
Hello,
You can merge fonts for different unicode code points like the example below:
package main
import (
"fmt"
"image/color"
"github.com/gabstv/ebiten-imgui/renderer"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/inkyblackness/imgui-go/v4"
)
func main() {
mgr := renderer.New(nil)
// specify which glyphs to merge this font into
glyphs := imgui.CurrentIO().Fonts().GlyphRangesThai()
glyphs2 := imgui.CurrentIO().Fonts().GlyphRangesChineseSimplifiedCommon()
glyphs3 := imgui.CurrentIO().Fonts().GlyphRangesKorean()
cfg0 := imgui.NewFontConfig()
cfg0.SetMergeMode(true)
// merge example.ttf (I used arial_unicode_ms for my tests):
imgui.CurrentIO().Fonts().AddFontFromFileTTFV("example.ttf", 16, cfg0, glyphs) // Thai
imgui.CurrentIO().Fonts().AddFontFromFileTTFV("example.ttf", 16, cfg0, glyphs2) // Chinese simplified
imgui.CurrentIO().Fonts().AddFontFromFileTTFV("example.ttf", 16, cfg0, glyphs3) // Korean
imgui.CurrentIO().Fonts().Build()
ebiten.SetWindowSize(800, 600)
gg := &G{
mgr: mgr,
}
ebiten.RunGame(gg)
}
type G struct {
mgr *renderer.Manager
// demo members:
clearColor [3]float32
floatVal float32
counter int
name string
demoWindow bool
}
func (g *G) Draw(screen *ebiten.Image) {
screen.Fill(color.RGBA{uint8(g.clearColor[0] * 255), uint8(g.clearColor[1] * 255), uint8(g.clearColor[2] * 255), 255})
ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %.2f", ebiten.CurrentTPS()))
g.mgr.Draw(screen)
}
func (g *G) Update() error {
g.mgr.Update(1.0 / 60.0)
g.mgr.BeginFrame()
{
imgui.Text("ภาษาไทย测试조선말") // To display these, you'll need to register a compatible font
imgui.Text("Hello, world!") // Display some text
imgui.SliderFloat("float", &g.floatVal, 0.0, 1.0) // Edit 1 float using a slider from 0.0f to 1.0f
imgui.ColorEdit3("clear color", &g.clearColor) // Edit 3 floats representing a color
//imgui.Checkbox("Demo Window", &showDemoWindow) // Edit bools storing our window open/close state
//imgui.Checkbox("Go Demo Window", &showGoDemoWindow)
//imgui.Checkbox("Another Window", &showAnotherWindow)
if imgui.Button("Button") { // Buttons return true when clicked (most widgets return true when edited/activated)
g.counter++
}
imgui.SameLine()
imgui.Text(fmt.Sprintf("counter = %d", g.counter))
imgui.InputText("Name", &g.name)
if imgui.Button("open demo window") {
g.demoWindow = true
}
if g.demoWindow {
imgui.ShowDemoWindow(&g.demoWindow)
}
}
g.mgr.EndFrame()
return nil
}
func (g *G) Layout(outsideWidth, outsideHeight int) (int, int) {
g.mgr.SetDisplaySize(float32(800), float32(600))
return 800, 600
}
Result:
You can also add new fonts without merging with:
myfont := imgui.CurrentIO().Fonts().AddFontFromFileTTF("myfont.ttf", 16)
// ...
imgui.PushFont(myfont)
imgui.Text("myfont.ttf example")
Imgui.PopFont()
Also, for the font settings, the majority of the original imgui instructions still apply: https://github.com/ocornut/imgui/blob/master/docs/FONTS.md
Thanks a lot, it worked @gabstv
Hello,
You can merge fonts for different unicode code points like the example below:
package main import ( "fmt" "image/color" "github.com/gabstv/ebiten-imgui/renderer" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/inkyblackness/imgui-go/v4" ) func main() { mgr := renderer.New(nil) // specify which glyphs to merge this font into glyphs := imgui.CurrentIO().Fonts().GlyphRangesThai() glyphs2 := imgui.CurrentIO().Fonts().GlyphRangesChineseSimplifiedCommon() glyphs3 := imgui.CurrentIO().Fonts().GlyphRangesKorean() cfg0 := imgui.NewFontConfig() cfg0.SetMergeMode(true) // merge example.ttf (I used arial_unicode_ms for my tests): imgui.CurrentIO().Fonts().AddFontFromFileTTFV("example.ttf", 16, cfg0, glyphs) // Thai imgui.CurrentIO().Fonts().AddFontFromFileTTFV("example.ttf", 16, cfg0, glyphs2) // Chinese simplified imgui.CurrentIO().Fonts().AddFontFromFileTTFV("example.ttf", 16, cfg0, glyphs3) // Korean imgui.CurrentIO().Fonts().Build() ebiten.SetWindowSize(800, 600) gg := &G{ mgr: mgr, } ebiten.RunGame(gg) } type G struct { mgr *renderer.Manager // demo members: clearColor [3]float32 floatVal float32 counter int name string demoWindow bool } func (g *G) Draw(screen *ebiten.Image) { screen.Fill(color.RGBA{uint8(g.clearColor[0] * 255), uint8(g.clearColor[1] * 255), uint8(g.clearColor[2] * 255), 255}) ebitenutil.DebugPrint(screen, fmt.Sprintf("TPS: %.2f", ebiten.CurrentTPS())) g.mgr.Draw(screen) } func (g *G) Update() error { g.mgr.Update(1.0 / 60.0) g.mgr.BeginFrame() { imgui.Text("ภาษาไทย测试조선말") // To display these, you'll need to register a compatible font imgui.Text("Hello, world!") // Display some text imgui.SliderFloat("float", &g.floatVal, 0.0, 1.0) // Edit 1 float using a slider from 0.0f to 1.0f imgui.ColorEdit3("clear color", &g.clearColor) // Edit 3 floats representing a color //imgui.Checkbox("Demo Window", &showDemoWindow) // Edit bools storing our window open/close state //imgui.Checkbox("Go Demo Window", &showGoDemoWindow) //imgui.Checkbox("Another Window", &showAnotherWindow) if imgui.Button("Button") { // Buttons return true when clicked (most widgets return true when edited/activated) g.counter++ } imgui.SameLine() imgui.Text(fmt.Sprintf("counter = %d", g.counter)) imgui.InputText("Name", &g.name) if imgui.Button("open demo window") { g.demoWindow = true } if g.demoWindow { imgui.ShowDemoWindow(&g.demoWindow) } } g.mgr.EndFrame() return nil } func (g *G) Layout(outsideWidth, outsideHeight int) (int, int) { g.mgr.SetDisplaySize(float32(800), float32(600)) return 800, 600 }
Result:
You can also add new fonts without merging with:
myfont := imgui.CurrentIO().Fonts().AddFontFromFileTTF("myfont.ttf", 16) // ... imgui.PushFont(myfont) imgui.Text("myfont.ttf example") Imgui.PopFont()
imgui.Text("ภาษาไทย测试조선말") // To display these, you'll need to register a compatible font
Can you provide an example? thx