Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
If you want to use icons in ImGui, a good idea is to merge an icon font within your main font, and refer to icons directly in your strings.
You can use headers files with definitions for popular icon fonts codepoints, by Juliette Foucaut, at https://github.com/juliettef/IconFontCppHeaders
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USING ICONS
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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 refer to the icons directly from your strings without having to change fonts back and forth.
To refer to the icon from your C++ code, you can use headers files created by Juliette Foucaut, at https://github.com/juliettef/IconFontCppHeaders
All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese CP-1251 for Cyrillic) will not work.
@ -78,7 +93,7 @@
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EMBED A FONT IN SOURCE CODE
EMBEDDING FONT IN SOURCE CODE
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Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array. Then load the font with:
@ -94,9 +109,16 @@
FONT FILES INCLUDED IN THIS FOLDER
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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
Licensed under the SIL Open Font License, Version 1.1
clip_rect.Max=ImVec2(window->Pos.x+window->Size.x-(p_open?title_bar_rect.GetHeight()-3:style.FramePadding.x),text_max.y);// Match the size of CloseWindowButton()
ImFontAtlas*Fonts;// <auto> // Load and assemble one or more fonts into a single tightly packed texture. Output to Fonts array.
floatFontGlobalScale;// = 1.0f // Global scale all fonts
boolFontAllowUserScaling;// = false // Allow user scaling text of individual window with CTRL+Wheel.
ImFont*FontDefault;// = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
ImVec2DisplayFramebufferScale;// = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
ImVec2DisplayVisibleMin;// <unset> (0.0f,0.0f) // If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
ImVec2DisplayVisibleMax;// <unset> (0.0f,0.0f) // If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
// Demonstrate using "##" and "###" in identifiers to manipulate ID generation.
// Read section "How can I have multiple widgets with the same label? Can I have widget without a label? (Yes). A primer on the purpose of labels/IDs." about ID.