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🚧 Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. + tweaks
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imgui-core/src/main/kotlin/imgui/api/demoDebugInformations.kt

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Original file line numberDiff line numberDiff line change
@@ -630,7 +630,7 @@ interface demoDebugInformations {
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var styleIdx = -1
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/** Helper to display a little (?) mark which shows a tooltip when hovered.
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* In your own code you may want to display an actual icon if you are using a merged icon fonts (see misc/fonts/README.txt) */
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* In your own code you may want to display an actual icon if you are using a merged icon fonts (see docs/FONTS.txt) */
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fun helpMarker(desc: String) {
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textDisabled("(?)")
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if (isItemHovered()) {

imgui-core/src/main/kotlin/imgui/demo/showDemoWindowWidgets.kt

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@@ -615,7 +615,7 @@ object showDemoWindowWidgets {
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}
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treeNode("JVM UTF-16 Unicode with surrogate characters") {
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/* UTF-8 test with Japanese characters
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(Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read misc/fonts/README.txt for details.)
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(Needs a suitable font, try Noto, or Arial Unicode, or M+ fonts. Read docs/FONTS.txt for details.)
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- From C++11 you can use the u8"my text" syntax to encode literal strings as UTF-8
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- For earlier compiler, you may be able to encode your sources as UTF-8 (e.g. Visual Studio save your file
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as 'UTF-8 without signature')
@@ -624,7 +624,7 @@ object showDemoWindowWidgets {
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Please use u8"text in any language" in your application!
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Note that characters values are preserved even by inputText() if the font cannot be displayed,
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so you can safely copy & paste garbled characters into another application. */
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textWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.font.AddFontFromFileTTF() manually to load extra character ranges. Read misc/fonts/README.txt for details.")
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textWrapped("CJK text will only appears if the font was loaded with the appropriate CJK character ranges. Call io.font.AddFontFromFileTTF() manually to load extra character ranges. Read docs/FONTS.txt for details.")
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// Normally we would use u8"blah blah" with the proper characters directly in the string.
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text("Hiragana: \u304b\u304d\u304f\u3051\u3053 (kakikukeko)")
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text("Kanjis: \u65e5\u672c\u8a9e (nihongo)")

imgui-core/src/main/kotlin/imgui/demo/showExampleApp/StyleEditor.kt

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -211,7 +211,7 @@ object StyleEditor {
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if (style.colors[i] != ref!!.colors[i]) {
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/* Tips: in a real user application, you may want to merge and use an icon font into
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the main font, so instead of "Save"/"Revert" you'd use icons.
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Read the FAQ and misc/fonts/README.txt about using icon fonts. It's really easy
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Read the FAQ and docs/FONTS.txt about using icon fonts. It's really easy
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and super convenient! */
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sameLine(0f, style.itemInnerSpacing.x)
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if (button("Save")) ref!!.colors[i] = Vec4(style.colors[i])
@@ -230,7 +230,7 @@ object StyleEditor {
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if (beginTabItem("Fonts")) {
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val atlas = io.fonts
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helpMarker("Read FAQ and misc/fonts/README.txt for details on font loading.")
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helpMarker("Read FAQ and docs/FONTS.txt for details on font loading.")
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pushItemWidth(120)
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atlas.fonts.forEachIndexed { i, font ->
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pushId(font)

imgui-core/src/main/kotlin/imgui/font/FontAtlas.kt

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Original file line numberDiff line numberDiff line change
@@ -297,7 +297,7 @@ class FontAtlas {
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* After calling Build(), you can query the rectangle position and render your pixels.
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* You can also request your rectangles to be mapped as font glyph (given a font + Unicode point),
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* so you can render e.g. custom colorful icons and use them as regular glyphs.
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* Read misc/fonts/README.txt for more details about using colorful icons. */
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* Read docs/FONTS.txt for more details about using colorful icons. */
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class CustomRect {
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/** Input, User ID. Use < 0x110000 to map into a font glyph, >= 0x110000 for other/internal/custom texture data. */

imgui-gl/src/test/java/imgui/OpenGL3.java

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@@ -105,7 +105,7 @@ private OpenGL3() {
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(e.g. use an assertion, or display an error and quit).
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- The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling
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FontAtlas.build()/getTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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- Read 'misc/fonts/README.txt' for more instructions and details.
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- Read 'docs/FONTS.txt' for more instructions and details.
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- Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write
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a double backslash \\ ! */
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//ImGuiIO& io = ImGui::GetIO();

imgui-gl/src/test/kotlin/imgui/opengl2.kt

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Original file line numberDiff line numberDiff line change
@@ -80,7 +80,7 @@ private class ImGuiOpenGL2 {
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(e.g. use an assertion, or display an error and quit).
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- The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling
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FontAtlas.build()/getTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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- Read 'misc/fonts/README.txt' for more instructions and details.
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- Read 'docs/FONTS.txt' for more instructions and details.
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- Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write
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a double backslash \\ ! */
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//io.Fonts->AddFontDefault();

imgui-gl/src/test/kotlin/imgui/opengl2_mac.kt

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@@ -90,7 +90,7 @@ private class ImGuiOpenGL2_Mac {
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(e.g. use an assertion, or display an error and quit).
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- The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling
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FontAtlas.build()/getTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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- Read 'misc/fonts/README.txt' for more instructions and details.
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- Read 'docs/FONTS.txt' for more instructions and details.
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- Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write
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a double backslash \\ ! */
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//io.Fonts->AddFontDefault();

imgui-gl/src/test/kotlin/imgui/opengl3.kt

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Original file line numberDiff line numberDiff line change
@@ -103,7 +103,7 @@ private class ImGuiOpenGL3 {
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(e.g. use an assertion, or display an error and quit).
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- The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling
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FontAtlas.build()/getTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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- Read 'misc/fonts/README.txt' for more instructions and details.
106+
- Read 'docs/FONTS.txt' for more instructions and details.
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- Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write
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a double backslash \\ ! */
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//io.Fonts->AddFontDefault();

imgui-jogl/src/test/kotlin/imgui/test jogl.kt

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Original file line numberDiff line numberDiff line change
@@ -73,7 +73,7 @@
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// (e.g. use an assertion, or display an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling
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// FontAtlas.build()/getTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
76-
// - Read 'misc/fonts/README.txt' for more instructions and details.
76+
// - Read 'docs/FONTS.txt' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write
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// a double backslash \\ ! */
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// //ImGuiIO& io = ImGui::GetIO();

imgui-vk/src/test/kotlin/imgui/vulkan.kt

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -313,7 +313,7 @@ package imgui
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// // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
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// // - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
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// // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
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// // - Read 'misc/fonts/README.txt' for more instructions and details.
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// // - Read 'docs/FONTS.txt' for more instructions and details.
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// // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
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// //io.Fonts->AddFontDefault();
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// //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);

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