Add freetype support
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package imgui;
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/**
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* Read: https://raw.githubusercontent.com/ocornut/imgui/v1.76/misc/freetype/README.md
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*/
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public final class ImGuiFreeType {
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private ImGuiFreeType() {
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}
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/*JNI
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#include <imgui.h>
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#include <imgui_freetype.h>
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*/
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public static void buildFontAtlas(final ImFontAtlas atlas) {
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nBuildFontAtlas(atlas.ptr, 0);
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}
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public static void buildFontAtlas(final ImFontAtlas atlas, int extraFlags) {
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nBuildFontAtlas(atlas.ptr, extraFlags);
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}
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private static native void nBuildFontAtlas(long atlasPtr, int extraFlags); /*
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ImGuiFreeType::BuildFontAtlas((ImFontAtlas*)atlasPtr, (unsigned int)extraFlags);
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*/
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/**
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* Hinting greatly impacts visuals (and glyph sizes).
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* When disabled, FreeType generates blurrier glyphs, more or less matches the stb's output.
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* The Default hinting mode usually looks good, but may distort glyphs in an unusual way.
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* The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer.
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* <p>
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* You can set those flags on a per font basis in ImFontConfig::RasterizerFlags.
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* Use the 'extra_flags' parameter of BuildFontAtlas() to force a flag on all your fonts.
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*/
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public static final class RasterizerFlags {
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/**
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* By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter.
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* Disable hinting. This generally generates 'blurrier' bitmap glyphs when the glyph are rendered in any of the anti-aliased modes.
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*/
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public static final int NoHinting = 1;
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/**
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* Disable auto-hinter.
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*/
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public static final int NoAutoHint = 1 << 1;
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/**
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* Indicates that the auto-hinter is preferred over the font's native hinter.
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*/
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public static final int ForceAutoHint = 1 << 2;
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/**
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* A lighter hinting algorithm for gray-level modes. Many generated glyphs are fuzzier but better resemble their original shape.
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* This is achieved by snapping glyphs to the pixel grid only vertically (Y-axis),
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* as is done by Microsoft's ClearType and Adobe's proprietary font renderer.
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* This preserves inter-glyph spacing in horizontal text.
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*/
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public static final int LightHinting = 1 << 3;
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/**
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* Strong hinting algorithm that should only be used for monochrome output.
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*/
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public static final int MonoHinting = 1 << 4;
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/**
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* Styling: Should we artificially embolden the font?
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*/
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public static final int Bold = 1 << 5;
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/**
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* Styling: Should we slant the font, emulating italic style?
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*/
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public static final int Oblique = 1 << 6;
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/**
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* Disable anti-aliasing. Combine this with MonoHinting for best results!
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*/
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public static final int Monochrome = 1 << 7;
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}
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}
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