Extra fonts for ImGui. THOSE FONTS ARE OPTIONAL. ImGui embeds a copy of 'proggy_clean' that you can use without any external files. Export your own font with bmfont (www.angelcode.com/products/bmfont). bmfont reads fonts (.ttf, .fon, etc.) and output a .fnt file and a texture file, e.g: proggy_clean.fon --> [bmfont] ---> proggy_clean_13.fnt proggy_clean_13.png If you need a free font that supports chinese/japanese characters, you can use the M+ fonts. TTF and sources are availables at http://mplus-fonts.sourceforge.jp/mplus-outline-fonts. This directory include some of the M+ fonts converted by bmfont. //----------------------------------------------------------------------------- Configure bmfont: - Export .fnt as Binary - Output .png, 32-bits (or whatever is suitable for your loader/renderer) - Tip: uncheck "Render from TrueType outline" and "Font Smoothing" for best result with non-anti-aliased type fonts. But you can experiment with other settings if you want anti-aliased fonts. - Tip: use pngout.exe (http://advsys.net/ken/utils.htm) to further reduce the file size of .png files All files in this folder have been optimised with pngout.exe ----------------------------------------------------------------------------- (A) Use font data embedded in ImGui // Access embedded font data const void* fnt_data; // pointer to FNT data unsigned fnt_size; // size of FNT data const void* png_data; // pointer to PNG data unsigned int png_size; // size of PNG data ImGui::GetDefaultFontData(&fnt_data, &fnt_size, &png_data, &png_size); 1. Load the .FNT data from 'fnt_data' (NB: this is done for you by default if you don't do anything) ImGuiIO& io = ImGui::GetIO(); io.Font = new ImFont(); io.Font->LoadFromMemory(fnt_data, fnt_size); 2. Load the .PNG data from 'png_data' into a texture //----------------------------------------------------------------------------- (B) Use fonts from external files You need to set io.Font->TexUvForWhite to UV coordinates pointing to a white pixel in the texture. You can either locate a white pixel manually or use code at runtime to find or write one. The OpenGL example include sample code to find a white pixel given an uncompressed 32-bits texture: // Automatically find white pixel from the texture we just loaded // (io.Font->TexUvForWhite needs to contains UV coordinates pointing to a white pixel in order to render solid objects) for (int tex_data_off = 0; tex_data_off < tex_x*tex_y; tex_data_off++) if (((unsigned int*)tex_data)[tex_data_off] == 0xffffffff) { io.Font->TexUvForWhite = ImVec2((float)(tex_data_off % tex_x)/(tex_x), (float)(tex_data_off / tex_x)/(tex_y)); break; } 1. Load the .FNT data, e.g. ImGuiIO& io = ImGui::GetIO(); // proggy_clean_13 [default] io.Font = new ImFont(); io.Font->LoadFromFile("proggy_clean_13.fnt"); IM_ASSERT(io.Font->IsLoaded()); io.Font->TexUvForWhite = ImVec2(0.0f/256.0f,0.0f/128); io.Font->DisplayOffset = ImVec2(0.0f, +1.0f); // proggy_small_12 io.Font = new ImFont(); io.Font->LoadFromFile("proggy_small_12.fnt"); IM_ASSERT(io.Font->IsLoaded()); io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); io.Font->DisplayOffset = ImVec2(0.0f, +2.0f); // proggy_small_14 io.Font = new ImFont(); io.Font->LoadFromFile("proggy_small_14.fnt"); IM_ASSERT(io.Font->IsLoaded()); io.Font->TexUvForWhite = ImVec2(84.0f/256.0f,20.0f/64); io.Font->DisplayOffset = ImVec2(0.0f, +3.0f); // courier_new_16 io.Font->LoadFromFile("courier_new_16.fnt"); io.Font->TexUvForWhite = ImVec2(1.0f/256.0f,4.0f/128); // courier_new_18 io.Font->LoadFromFile("courier_new_18.fnt"); io.Font->TexUvForWhite = ImVec2(4.0f/256.0f,5.0f/256); 2. Load the matching .PNG data into a texture //-----------------------------------------------------------------------------