Examples: all examples now default to use a little bit of rounding (FrameRounding and GrabRounding).

This commit is contained in:
ocornut 2026-10-13 18:07:54 +02:00
parent 098c71133c
commit a536894821
37 changed files with 185 additions and 100 deletions

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@ -433,6 +433,7 @@ Other Changes:
when `FramebufferScale` is >1.0f. (#9515, #8628) [@WayU] when `FramebufferScale` is >1.0f. (#9515, #8628) [@WayU]
- WebGPU: update to build with wgpu-native 29.0+. (#9377, #9532, #9530) [@lucascompython, @ivan-enzhaev] - WebGPU: update to build with wgpu-native 29.0+. (#9377, #9532, #9530) [@lucascompython, @ivan-enzhaev]
- Examples: - Examples:
- All: all examples now default to use a little bit of rounding (`FrameRounding` and `GrabRounding`).
- MSVC: disabled /JMC in Visual Studio projects (unnecessary overhead). - MSVC: disabled /JMC in Visual Studio projects (unnecessary overhead).
- GLFW/SDL2/SDL3+WebGPU: fixed running with wgpu-native missing `wgpuInstanceWaitAny()`. (#9377) - GLFW/SDL2/SDL3+WebGPU: fixed running with wgpu-native missing `wgpuInstanceWaitAny()`. (#9377)
- GLFW/SDL2/SDL3+WebGPU: better select surface format. (#9576) [@ypujante] - GLFW/SDL2/SDL3+WebGPU: better select surface format. (#9576) [@ypujante]

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@ -42,21 +42,24 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplAllegro5_Init(display); ImGui_ImplAllegro5_Init(display);
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -144,8 +144,12 @@ void Init(struct android_app* app)
io.IniFilename = g_IniFilename.c_str();; io.IniFilename = g_IniFilename.c_str();;
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplAndroid_Init(g_App->window); ImGui_ImplAndroid_Init(g_App->window);
@ -153,20 +157,18 @@ void Init(struct android_app* app)
// Setup scaling // Setup scaling
float main_scale = 2.0f; float main_scale = 2.0f;
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. style.FontScaleDpi = main_scale; // Set initial font scale.
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them. // - Android: The TTF files have to be placed into the assets/ directory (android/app/src/main/assets), we use our GetAssetData() helper to retrieve them.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();

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@ -62,21 +62,24 @@
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup Renderer backend // Setup Renderer backend
ImGui_ImplMetal_Init(_device); ImGui_ImplMetal_Init(_device);
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -66,8 +66,12 @@
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones. // When viewports are enabled we tweak WindowRounding/WindowBg so platform windows can look identical to regular ones.
@ -76,13 +80,12 @@
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -50,8 +50,12 @@
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
ImGui_ImplOSX_Init(self); ImGui_ImplOSX_Init(self);
@ -59,13 +63,12 @@
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -49,8 +49,12 @@
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
[[self openGLContext] makeCurrentContext]; // ImGui_ImplOpenGL3_Init() requires a current GL context. [[self openGLContext] makeCurrentContext]; // ImGui_ImplOpenGL3_Init() requires a current GL context.
@ -59,13 +63,12 @@
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -46,11 +46,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -63,13 +66,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -55,11 +55,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -69,13 +72,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -83,11 +83,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -100,14 +103,13 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -392,11 +392,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -422,13 +425,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -89,11 +89,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -111,14 +114,13 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS

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@ -63,8 +63,12 @@ int main(int argc, char** argv)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup Platform/Renderer backends // Setup Platform/Renderer backends
// FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs(). // FIXME: Consider reworking this example to install our own GLUT funcs + forward calls ImGui_ImplGLUT_XXX ones, instead of using ImGui_ImplGLUT_InstallFuncs().
@ -80,13 +84,12 @@ int main(int argc, char** argv)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -16,6 +16,14 @@ int main(int, char**)
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
// Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark();
//ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
ImGui_ImplNullPlatform_Init(); ImGui_ImplNullPlatform_Init();
ImGui_ImplNullRender_Init(); ImGui_ImplNullRender_Init();

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@ -63,11 +63,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -77,13 +80,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -471,11 +471,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -501,13 +504,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -77,11 +77,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -91,13 +94,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -68,11 +68,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -82,13 +85,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

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@ -66,11 +66,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -80,13 +83,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -103,11 +103,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -117,14 +120,13 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -68,11 +68,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -82,13 +85,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -398,11 +398,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -428,13 +431,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -74,11 +74,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -93,14 +96,13 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS

View File

@ -68,11 +68,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -82,13 +85,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -64,11 +64,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -78,13 +81,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -80,11 +80,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -94,13 +97,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -93,11 +93,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -107,14 +110,13 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -70,11 +70,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -90,13 +93,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -58,11 +58,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -72,13 +75,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -397,11 +397,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -427,13 +430,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -81,11 +81,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -101,14 +104,13 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
// - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details.
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
#ifndef IMGUI_DISABLE_FILE_FUNCTIONS #ifndef IMGUI_DISABLE_FILE_FUNCTIONS

View File

@ -59,11 +59,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -73,13 +76,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -59,11 +59,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -73,13 +76,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -139,11 +139,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -168,13 +171,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -57,11 +57,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -71,13 +74,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -68,11 +68,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -82,13 +85,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");

View File

@ -385,11 +385,14 @@ int main(int, char**)
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style // Setup Dear ImGui style
ImGuiStyle& style = ImGui::GetStyle();
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
//ImGui::StyleColorsLight(); //ImGui::StyleColorsLight();
//style.FontSizeBase = 16.0f; // Default to 13.0f when unspecified, which allows crisp legacy font for non-4K screens.
style.FrameRounding = 3.0f;
style.GrabRounding = 3.0f;
// Setup scaling // Setup scaling
ImGuiStyle& style = ImGui::GetStyle();
style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again) style.ScaleAllSizes(main_scale); // Bake a fixed style scale. (until we have a solution for dynamic style scaling, changing this requires resetting Style + calling this again)
style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor) style.FontScaleDpi = main_scale; // Set initial font scale. (in docking branch: using io.ConfigDpiScaleFonts=true automatically overrides this for every window depending on the current monitor)
@ -415,13 +418,12 @@ int main(int, char**)
// Load Fonts // Load Fonts
// - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap(). // - If fonts are not explicitly loaded, Dear ImGui will select an embedded font: either AddFontDefaultVector() or AddFontDefaultBitmap().
// This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a small threshold. // This selection is based on (style.FontSizeBase * style.FontScaleMain * style.FontScaleDpi) reaching a threshold.
// - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - You can load multiple fonts and use ImGui::PushFont()/PopFont() to select them.
// - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit). // - If a file cannot be loaded, AddFont functions will return a nullptr. Please handle those errors in your code (e.g. use an assertion, display an error and quit).
// - Read 'docs/FONTS.md' for more instructions and details. // - Read 'docs/FONTS.md' for more instructions and details.
// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use FreeType for higher quality font rendering.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//style.FontSizeBase = 20.0f;
//io.Fonts->AddFontDefaultVector(); //io.Fonts->AddFontDefaultVector();
//io.Fonts->AddFontDefaultBitmap(); //io.Fonts->AddFontDefaultBitmap();
//io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf"); //io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf");