Merge branch 'freetype'

This commit is contained in:
SpaiR committed 2020-05-19 00:38:48 +03:00
commit 1915d3ca60
9 files changed
+121 -35

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@@ -24,6 +24,7 @@ class GenerateLibs extends DefaultTask {
// Copy ImGui h/cpp files
project.copy { CopySpec spec ->
spec.from(project.rootProject.file('imgui')) { CopySpec it -> it.include('*.h', '*.cpp') }
spec.from(project.rootProject.file('imgui/misc/freetype')) { CopySpec it -> it.include('*.h', '*.cpp') }
spec.from(project.rootProject.file('imgui-binding/src/main/native'))
spec.into(jniDir)
}
@@ -37,6 +38,17 @@ class GenerateLibs extends DefaultTask {
def linux32 = BuildTarget.newDefaultTarget(BuildTarget.TargetOs.Linux, false)
def linux64 = BuildTarget.newDefaultTarget(BuildTarget.TargetOs.Linux, true)
// Freetype Deps Config
win32.cppFlags += " -fstack-protector -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/harfbuzz -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include"
win32.libraries += "-lfreetype -lbz2 -lssp"
win64.cppFlags += " -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/harfbuzz -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include"
win64.libraries += "-lfreetype -lbz2 -lssp"
linux32.cppFlags += " -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/harfbuzz -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include"
linux32.linkerFlags += " -lfreetype"
linux64.cppFlags += " -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/harfbuzz -I/usr/include/glib-2.0 -I/usr/lib/glib-2.0/include"
linux64.linkerFlags += " -lfreetype"
// End
new AntScriptGenerator().generate(buildConfig, win32, win64, linux32, linux64)
// Generate native libraries
@@ -0,0 +1,74 @@
package imgui;
/**
* Read: https://raw.githubusercontent.com/ocornut/imgui/v1.76/misc/freetype/README.md
*/
public final class ImGuiFreeType {
private ImGuiFreeType() {
}
/*JNI
#include <imgui.h>
#include <imgui_freetype.h>
*/
public static void buildFontAtlas(final ImFontAtlas atlas) {
nBuildFontAtlas(atlas.ptr, 0);
}
public static void buildFontAtlas(final ImFontAtlas atlas, final int extraFlags) {
nBuildFontAtlas(atlas.ptr, extraFlags);
}
private static native void nBuildFontAtlas(long atlasPtr, int extraFlags); /*
ImGuiFreeType::BuildFontAtlas((ImFontAtlas*)atlasPtr, (unsigned int)extraFlags);
*/
/**
* Hinting greatly impacts visuals (and glyph sizes).
* When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output.
* The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
* The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
* <p>
* You can set those flags on a per font basis in ImFontConfig::RasterizerFlags.
* Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts.
*/
public static final class RasterizerFlags {
/**
* By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
* Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
*/
public static final int NoHinting = 1;
/**
* Disable auto-hinter.
*/
public static final int NoAutoHint = 1 << 1;
/**
* Indicates that the auto-hinter is preferred over the font's native hinter.
*/
public static final int ForceAutoHint = 1 << 2;
/**
* A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape.
* This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis),
* as is done by Microsoft's ClearType and Adobe's proprietary font renderer.
* This preserves inter-glyph spacing in horizontal text.
*/
public static final int LightHinting = 1 << 3;
/**
* Strong hinting algorithm that should only be used for monochrome output.
*/
public static final int MonoHinting = 1 << 4;
/**
* Styling: Should we artificially embolden the font?
*/
public static final int Bold = 1 << 5;
/**
* Styling: Should we slant the font, emulating italic style?
*/
public static final int Oblique = 1 << 6;
/**
* Disable anti-aliasing. Combine this with MonoHinting for best results!
*/
public static final int Monochrome = 1 << 7;
}
}
@@ -1,6 +1,7 @@
import imgui.ImFontAtlas;
import imgui.ImFontConfig;
import imgui.ImGui;
import imgui.ImGuiFreeType;
import imgui.ImGuiIO;
import imgui.callbacks.ImStrConsumer;
import imgui.callbacks.ImStrSupplier;
@@ -29,9 +30,9 @@ import static org.lwjgl.system.MemoryUtil.NULL;
@SuppressWarnings("MagicNumber")
public final class ImGuiGlfwExample {
private long windowPtr; // current GLFW window pointer
private long windowPtr; // pointer to the current GLFW window
// To get window properties
// For application window properties
private final int[] winWidth = new int[1];
private final int[] winHeight = new int[1];
private final int[] fbWidth = new int[1];
@@ -48,7 +49,7 @@ public final class ImGuiGlfwExample {
private final ImGuiImplGl3 imGuiGl3 = new ImGuiImplGl3();
private String glslVersion = null; // We can initialize our renderer with different versions of the GLSL
// Ui to render
// User UI to render
private final ExampleUi exampleUi = new ExampleUi();
public void run() throws Exception {
@@ -60,7 +61,7 @@ public final class ImGuiGlfwExample {
destroyGlfw();
}
// Initialize GLFW + create OpenGL context.
// Initialize GLFW + create an OpenGL context.
// All code is mostly a copy-paste from the official LWJGL3 "Get Started": https://www.lwjgl.org/guide
private void initGlfw() {
// Setup an error callback. The default implementation
@@ -78,7 +79,6 @@ public final class ImGuiGlfwExample {
decideGlGlslVersions();
// Create the window
windowPtr = glfwCreateWindow(1280, 768, "Dear ImGui + GLFW + LWJGL Example", NULL, NULL);
if (windowPtr == NULL) {
@@ -134,6 +134,7 @@ public final class ImGuiGlfwExample {
// This line is critical for Dear ImGui to work.
ImGui.createContext();
// ------------------------------------------------------------
// Initialize ImGuiIO config
final ImGuiIO io = ImGui.getIO();
@@ -142,6 +143,7 @@ public final class ImGuiGlfwExample {
io.setBackendFlags(ImGuiBackendFlags.HasMouseCursors); // Mouse cursors to display while resizing windows etc.
io.setBackendPlatformName("imgui_java_impl_glfw");
// ------------------------------------------------------------
// Keyboard mapping. ImGui will use those indices to peek into the io.KeysDown[] array.
final int[] keyMap = new int[ImGuiKey.COUNT];
keyMap[ImGuiKey.Tab] = GLFW_KEY_TAB;
@@ -168,6 +170,7 @@ public final class ImGuiGlfwExample {
keyMap[ImGuiKey.Z] = GLFW_KEY_Z;
io.setKeyMap(keyMap);
// ------------------------------------------------------------
// Mouse cursors mapping
mouseCursors[ImGuiMouseCursor.Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
mouseCursors[ImGuiMouseCursor.TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR);
@@ -180,7 +183,7 @@ public final class ImGuiGlfwExample {
mouseCursors[ImGuiMouseCursor.NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR);
// ------------------------------------------------------------
// Here goes GLFW callbacks to update user input in Dear ImGui
// GLFW callbacks to handle user input
glfwSetKeyCallback(windowPtr, (w, key, scancode, action, mods) -> {
if (action == GLFW_PRESS) {
@@ -238,44 +241,43 @@ public final class ImGuiGlfwExample {
// ------------------------------------------------------------
// Fonts configuration
// -------------------
// Fonts merge example
// Read: https://raw.githubusercontent.com/ocornut/imgui/master/docs/FONTS.txt
final ImFontAtlas fontAtlas = io.getFonts();
final ImFontConfig fontConfig = new ImFontConfig(); // Natively allocated object, should be explicitly destroyed
// First of all we add a default font, which is 'ProggyClean.ttf, 13px'
// Glyphs could be added per-font as well as per config used globally like here
fontConfig.setGlyphRanges(fontAtlas.getGlyphRangesCyrillic());
// Add a default font, which is 'ProggyClean.ttf, 13px'
fontAtlas.addFontDefault();
final ImFontConfig fontConfig = new ImFontConfig(); // Keep in mind that creation of the ImFontConfig will allocate the native memory
fontConfig.setMergeMode(true); // All fonts added while this mode is turned on will be merged with the previously added font
// Fonts merge example
fontConfig.setMergeMode(true); // When enabled, all fonts added with this config would be merged with the previously added font
fontConfig.setPixelSnapH(true);
fontConfig.setGlyphRanges(fontAtlas.getGlyphRangesCyrillic()); // Additional glyphs could be added like this or in "addFontFrom*()" methods
// We merge font loaded from resources with the default one. Thus we will get an absent cyrillic glyphs
fontAtlas.addFontFromMemoryTTF(loadFromResources("basis33.ttf"), 16, fontConfig);
// Disable merge mode and add all other fonts normally
fontConfig.setMergeMode(false);
fontConfig.setPixelSnapH(false);
// ------------------------------
// Fonts from file/memory example
// We can add new fonts from the file system
fontAtlas.addFontFromFileTTF("src/test/resources/Righteous-Regular.ttf", 14, fontConfig);
fontAtlas.addFontFromFileTTF("src/test/resources/Righteous-Regular.ttf", 16, fontConfig);
fontConfig.setRasterizerMultiply(1.2f); // This will make fonts a bit more readable
// We can add new fonts directly from file
fontAtlas.addFontFromFileTTF("src/test/resources/DroidSans.ttf", 13, fontConfig);
fontAtlas.addFontFromFileTTF("src/test/resources/DroidSans.ttf", 14, fontConfig);
// Or directly from memory
fontConfig.setName("Roboto-Regular.ttf, 13px"); // This name will be displayed in Style Editor
fontAtlas.addFontFromMemoryTTF(loadFromResources("Roboto-Regular.ttf"), 13, fontConfig);
fontConfig.setName("Roboto-Regular.ttf, 14px"); // We can apply a new config value every time we add a new font
// Or directly from the memory
fontConfig.setName("Roboto-Regular.ttf, 14px"); // This name will be displayed in Style Editor
fontAtlas.addFontFromMemoryTTF(loadFromResources("Roboto-Regular.ttf"), 14, fontConfig);
fontConfig.setName("Roboto-Regular.ttf, 16px"); // We can apply a new config value every time we add a new font
fontAtlas.addFontFromMemoryTTF(loadFromResources("Roboto-Regular.ttf"), 16, fontConfig);
fontConfig.destroy(); // After all fonts were added we don't need this config more
// ------------------------------------------------------------
// Use freetype instead of stb_truetype to build a fonts texture
ImGuiFreeType.buildFontAtlas(fontAtlas, ImGuiFreeType.RasterizerFlags.LightHinting);
// Method initializes LWJGL3 renderer.
// This method SHOULD be called after you've initialized your ImGui configuration (fonts and so on).
// ImGui context should be created as well.
@@ -283,7 +285,7 @@ public final class ImGuiGlfwExample {
}
// Main application loop
private void loop() throws Exception {
private void loop() {
double time = 0; // to track our frame delta value
// Run the rendering loop until the user has attempted to close the window
@@ -295,7 +297,7 @@ public final class ImGuiGlfwExample {
startFrame((float) deltaTime);
// Any Dear ImGui code SHOULD go between NewFrame()/Render() methods
// Any Dear ImGui code SHOULD go between ImGui.newFrame()/ImGui.render() methods
ImGui.newFrame();
exampleUi.render();
ImGui.render();
@@ -309,32 +311,30 @@ public final class ImGuiGlfwExample {
glClearColor(exampleUi.backgroundColor[0], exampleUi.backgroundColor[1], exampleUi.backgroundColor[2], 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Get window size properties and mouse position
// Get window properties and mouse position
glfwGetWindowSize(windowPtr, winWidth, winHeight);
glfwGetFramebufferSize(windowPtr, fbWidth, fbHeight);
glfwGetCursorPos(windowPtr, mousePosX, mousePosY);
// We SHOULD call those methods to update ImGui state for current frame
// We SHOULD call those methods to update Dear ImGui state for the current frame
final ImGuiIO io = ImGui.getIO();
io.setDisplaySize(winWidth[0], winHeight[0]);
io.setDisplayFramebufferScale((float) fbWidth[0] / winWidth[0], (float) fbHeight[0] / winHeight[0]);
io.setMousePos((float) mousePosX[0], (float) mousePosY[0]);
io.setDeltaTime(deltaTime);
// Update mouse cursor
// Update the mouse cursor
final int imguiCursor = ImGui.getMouseCursor();
glfwSetCursor(windowPtr, mouseCursors[imguiCursor]);
glfwSetInputMode(windowPtr, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
private void endFrame() {
// After Dear ImGui prepared a draw data, we use it in LWJGL3 renderer.
// After Dear ImGui prepared a draw data, we use it in the LWJGL3 renderer.
// At that moment ImGui will be rendered to the current OpenGL context.
imGuiGl3.render(ImGui.getDrawData());
glfwSwapBuffers(windowPtr); // swap the color buffers
// Poll for window events. The key callback above will only be invoked during this call.
glfwSwapBuffers(windowPtr);
glfwPollEvents();
}
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