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@ -212,9 +212,11 @@ texture, and blit/copy any graphics data of your choice into those rectangles.
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Pseudo-code:
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// Add font, then register one custom 13x13 rectangle mapped to glyph 'a' of this font
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// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
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ImFont* font = io.Fonts->AddFontDefault();
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int rect_id = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
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int rect_ids[2];
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rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
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rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
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// Build atlas
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io.Fonts->Build();
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@ -224,14 +226,18 @@ Pseudo-code:
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int tex_width, tex_height;
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io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);
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// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here)
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if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
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for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
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{
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for (int y = 0; y < rect->Height; y++)
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int rect_id = rects_ids[rect_n];
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if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
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{
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ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
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for (int x = rect->Width; x > 0; x--)
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*p++ = IM_COL32(255, 0, 0, 255);
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// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
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for (int y = 0; y < rect->Height; y++)
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{
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ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
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for (int x = rect->Width; x > 0; x--)
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*p++ = IM_COL32(255, 0, 0, 255);
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}
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}
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}
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