mirror of
https://github.com/ocornut/imgui.git
synced 2024-12-18 10:35:59 +01:00
This commit is contained in:
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6f6ac84228
commit
566558b17c
@ -298,7 +298,7 @@ void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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// Restore modified DX state
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device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
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@ -311,7 +311,7 @@ void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandL
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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}
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static void ImGui_ImplDX12_CreateFontsTexture()
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@ -743,7 +743,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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if (init_info->SrvDescriptorAllocFn == NULL)
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if (init_info->SrvDescriptorAllocFn == nullptr)
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{
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// Wrap legacy behavior of passing space for a single descriptor
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IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0);
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@ -765,7 +765,7 @@ bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info)
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#endif
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// Allocate 1 SRV descriptor for the font texture
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IM_ASSERT(init_info->SrvDescriptorAllocFn != NULL && init_info->SrvDescriptorFreeFn != NULL);
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IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr);
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init_info->SrvDescriptorAllocFn(&bd->InitInfo, &bd->FontTexture.hFontSrvCpuDescHandle, &bd->FontTexture.hFontSrvGpuDescHandle);
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// Create buffers with a default size (they will later be grown as needed)
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@ -595,8 +595,8 @@ static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, Glfw
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bd->Time = 0.0;
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ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
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platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(NULL, text); };
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platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(NULL); };
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platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); };
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platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); };
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#ifdef __EMSCRIPTEN__
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platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; };
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#endif
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@ -324,7 +324,7 @@ static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id)
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{
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ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData();
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -342,7 +342,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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{
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case SDL_MOUSEMOTION:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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@ -351,7 +351,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_MOUSEWHEEL:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten!
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@ -371,7 +371,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_MOUSEBUTTONDOWN:
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case SDL_MOUSEBUTTONUP:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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@ -388,7 +388,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_TEXTINPUT:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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@ -396,7 +396,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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case SDL_KEYDOWN:
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case SDL_KEYUP:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID) == nullptr)
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return false;
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ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod);
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ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode);
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@ -406,7 +406,7 @@ bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event)
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}
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case SDL_WINDOWEVENT:
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{
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == NULL)
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if (ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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// - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right.
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// - However we won't get a correct LEAVE event for a captured window.
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@ -41,6 +41,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event);
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
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// When using manual mode, caller is responsible for opening/closing gamepad.
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enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual };
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
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IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
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#endif // #ifndef IMGUI_DISABLE
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@ -128,7 +128,7 @@ static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*)
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if (bd->ClipboardTextData)
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SDL_free(bd->ClipboardTextData);
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const char* sdl_clipboard_text = SDL_GetClipboardText();
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bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : NULL;
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bd->ClipboardTextData = sdl_clipboard_text ? SDL_strdup(sdl_clipboard_text) : nullptr;
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return bd->ClipboardTextData;
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}
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@ -142,7 +142,7 @@ static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport* view
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle;
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SDL_Window* window = SDL_GetWindowFromID(window_id);
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if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != NULL)
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if ((data->WantVisible == false || bd->ImeWindow != window) && bd->ImeWindow != nullptr)
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{
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SDL_StopTextInput(bd->ImeWindow);
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bd->ImeWindow = nullptr;
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@ -308,7 +308,7 @@ static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods)
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static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id)
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{
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ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData();
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : NULL;
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return (window_id == bd->WindowID) ? ImGui::GetMainViewport() : nullptr;
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}
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
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@ -326,7 +326,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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{
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case SDL_EVENT_MOUSE_MOTION:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr)
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return false;
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ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y);
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io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse);
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@ -335,7 +335,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_MOUSE_WHEEL:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY);
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float wheel_x = -event->wheel.x;
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@ -347,7 +347,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_MOUSE_BUTTON_DOWN:
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case SDL_EVENT_MOUSE_BUTTON_UP:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr)
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return false;
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int mouse_button = -1;
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if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; }
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@ -364,7 +364,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_TEXT_INPUT:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr)
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return false;
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io.AddInputCharactersUTF8(event->text.text);
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return true;
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@ -372,7 +372,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_KEY_DOWN:
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case SDL_EVENT_KEY_UP:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID) == nullptr)
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return false;
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//IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%d: key=%d, scancode=%d, mod=%X\n", (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP", event->key.key, event->key.scancode, event->key.mod);
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ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod);
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@ -383,7 +383,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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}
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case SDL_EVENT_WINDOW_MOUSE_ENTER:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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bd->MouseWindowID = event->window.windowID;
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bd->MousePendingLeaveFrame = 0;
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@ -395,7 +395,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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// FIXME: Unconfirmed whether this is still needed with SDL3.
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case SDL_EVENT_WINDOW_MOUSE_LEAVE:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1;
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return true;
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@ -403,7 +403,7 @@ bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event)
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case SDL_EVENT_WINDOW_FOCUS_GAINED:
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case SDL_EVENT_WINDOW_FOCUS_LOST:
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{
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == NULL)
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if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr)
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return false;
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io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED);
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return true;
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@ -42,6 +42,6 @@ IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event);
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// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this.
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// When using manual mode, caller is responsible for opening/closing gamepad.
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enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual };
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IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = NULL, int manual_gamepads_count = -1);
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IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1);
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#endif // #ifndef IMGUI_DISABLE
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@ -208,7 +208,7 @@ void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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}
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}
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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// Restore modified SDL_Renderer state
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SDL_RenderSetViewport(renderer, &old.Viewport);
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@ -227,7 +227,7 @@ void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer*
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}
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}
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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// Restore modified SDL_Renderer state
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SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr);
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@ -611,7 +611,7 @@ void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer comm
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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// Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called.
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// Our last values will leak into user/application rendering IF:
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@ -969,7 +969,7 @@ static void ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationC
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if (bd->VulkanInitInfo.UseDynamicRendering)
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{
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IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR");
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IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be NULL");
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IM_ASSERT(bd->VulkanInitInfo.PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo pNext must be nullptr");
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info.pNext = &bd->VulkanInitInfo.PipelineRenderingCreateInfo;
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info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr.
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}
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@ -518,7 +518,7 @@ void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder
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global_idx_offset += draw_list->IdxBuffer.Size;
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global_vtx_offset += draw_list->VtxBuffer.Size;
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}
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platform_io.Renderer_RenderState = NULL;
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platform_io.Renderer_RenderState = nullptr;
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}
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static void ImGui_ImplWGPU_CreateFontsTexture()
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@ -588,7 +588,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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{
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// Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow().
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// We silently allow both context or just only backend data to be nullptr.
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if (ImGui::GetCurrentContext() == NULL)
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if (ImGui::GetCurrentContext() == nullptr)
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return 0;
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return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO());
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}
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@ -597,7 +597,7 @@ IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARA
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IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io)
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{
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ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io);
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if (bd == NULL)
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if (bd == nullptr)
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return 0;
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switch (msg)
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{
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@ -58,7 +58,7 @@ struct ExampleDescriptorHeapAllocator
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}
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void Destroy()
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{
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Heap = NULL;
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Heap = nullptr;
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FreeIndices.clear();
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}
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void Alloc(D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle)
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@ -10,7 +10,7 @@
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// 2023/11/13: added support for ImFontConfig::RasterizationDensity field for scaling render density without scaling metrics.
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// 2023/08/01: added support for SVG fonts, enable by using '#define IMGUI_ENABLE_FREETYPE_LUNASVG'. (#6591)
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// 2023/01/04: fixed a packing issue which in some occurrences would prevent large amount of glyphs from being packed correctly.
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// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns NULL.
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// 2021/08/23: fixed crash when FT_Render_Glyph() fails to render a glyph and returns nullptr.
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// 2021/03/05: added ImGuiFreeTypeBuilderFlags_Bitmap to load bitmap glyphs.
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// 2021/03/02: set 'atlas->TexPixelsUseColors = true' to help some backends with deciding of a preferred texture format.
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// 2021/01/28: added support for color-layered glyphs via ImGuiFreeTypeBuilderFlags_LoadColor (require Freetype 2.10+).
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