-
-
Notifications
You must be signed in to change notification settings - Fork 10.3k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Full Unicode Support #2541
Full Unicode Support #2541
Conversation
Thank you @cloudwu ! Quick notes: (0) Do you have realistic expectation as to which ranges you or other people would consider using 0x10000..0x10FFFF ? (1) I think we should remove the filtering from the back-end/examples code. I have a small local patch over master to change the signature to (2) Do you see any issue with making (3) I haven't tried the patch yet but I suspect maybe (4) I guess (5) If your git-fu makes you able to rebase this into two commits, you can separate the Win32 clipboard stuff into a separate commit (and maybe ImFileOpen fix) and i'll cherry-pick the first one faster. Thanks! |
…ume the input is an unicode code point, not UTF-16
If you want to test rendering SIP character, you may need find a font including them. I guess you can got one from your windows system. Have a look to your registry with the key Testing
I read the document of glfw, the
I don't know why SDL pass the
|
I don't know why AppVeyor build failed, it's strange that it can't find |
Try including |
It doesn't work. |
Oh. Reading my own code, I just realized these functions are defined behind |
It seems that the imgui project has already defined UNICODE. |
What? Where? The only reference in the code I could find was in some |
I haven't a visual studio , but I guess the IDE will define |
You are correct, but only for the projects that do define this. The OpenGL projects that the solution is also trying to build don't have this setting. But after double checking appveyor, it's the DX project that's failing, not the OpenGL one... So... I dunno. |
@ocornut you think you could increase the verbosity of the msbuild command on appveyor so we can see what's going on here with the command-line arguments? |
It doesn’t matter what each examples/ project uses, we should get imgui to compile/link properly on every combination of user’s settings? |
Yes, but right now, I am confused as to why it currently doesn't build exactly. |
Integrated power saving mode in Allegro example. Fixed the cursor-blinking issue. It is now working as expected, i.e. only setting a frame rate requirement of 6fps when visibly blinking. Also refactored a bit such that ImGui uses a boolean flag instead of sharing the FrameRateRequirements object with user code. Renamed FrameRateRequirements -> UserFrameRateRequirements. Just so it's more explicit. Minor formatting fixes [noci] Implemented support for event waiting timeout in Win32. Simplified the implementation. This also addresses a design issue regarding how the application requests a specific frame rate. Get rid of the minimum frame rate. Implemented logic to always render at least 3 frames. Plus a bit of renaming/refactoring. Implemented the 3-frame update logic for the SDL example. Added support for 3-frame updates to Allegro example + refactoring of SDL/OpenGL3 example + refactoring and bug fix of Win32/DX11 example Added suppor for 3-frame updates to Glfw example. Rebased imstb_rectpack on stb_rect_pack v1.00. SliderScalar: Improved assert when using U32 or U64 types with a large v_max value. (ocornut#2765) + misc minor stuff. Demo: PlotLine example displays the average value. (ocornut#2759) + extra comments Added a mechanism to compact/free the larger allocations of unused windows (buffers are compacted when a window is unused for 60 seconds, as per io.ConfigWindowsMemoryCompactTimer = 60.0f). Note that memory usage has never been reported as a problem, so this is merely a touch of overzealous luxury. (ocornut#2636) Disable with ConfigWindowsMemoryCompactTimer < 0.0f (ocornut#2636) TabBar: improved shrinking for large number of tabs to avoid leaving extraneous space on the right side. Individuals tabs are given integer-rounded width and remainder is spread between tabs left-to-right. TabBar: feed desired width (sum of unclipped tabs width) into layout system to allow for auto-resize. (ocornut#2768) Before 1.71 tab bars fed the sum of current width which created feedback loops in certain situations. Amend f95c77e. DragInt, DragFloat, DragScalar: Using (v_min > v_max) allows locking any edit to the value. ColorEdit: Disable Hue edit when Saturation==0 instead of letting Hue values jump around. Fixed missing IMGUI_API for IsMouseDragPastThreshold(). Renamed SetMaxTimeBeforeNewFrame -> SetMaxWaitBeforeNextFrame Compute the proper time to flip the cursor, instead of using 6fps. Due to the 3-frame logic, this makes the effective cursor frame rate go from 15fps to 5fps. Refactored the event waiting implementation in SDL. Moved the waiting part into the common implementation file. This makes the platform+renderer binding simpler and not deviating much from the existing one, which should make merging/integration easier, especially for people maintaining their own copies. Renamed variable to match the method name. Refactored Win32 waiting code into common platform file + fix typo in SDL example Fixed build Avoid wasting frames by adding a small margin for the cursor. Fixed regression Win32 example: don't render 3 frames on timeouts + some refactoring Refactored+fixed the Allegro5 implementation Refactored+fixed Glfw example Refactored+fixed SDL example Refactoring (renaming) Some final cleanup/refactoring; make the diff better Refactored: no need to conditionally (not) poll after wait. Keep waiting when the window is hidden (or minimized). Implemented for Allegro, Glfw and SDL. (does not seem to work with Allegro on Linux) Implemented blocking when minimized/hidden for Win32 Minor formatting/doc changes. Knocked off the 3 TODO items implemented by this PR. Added missing Glfw callback (mouse pos) This is just to record the event. The mouse pos is still handled as before. Small optimization: added shortcut test when feature disabled This avoids paying the library/syscall cost when not needed. Backends: OpenGL3: Tweaked initialization code allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before ImGui_ImplOpenGL3_NewFrame() if for some reason they wanted. Fix DragScalar for unsigned types (ocornut#2780) decreasing the value was broken on arm64 Nav, Scrolling: Added support for Home/End key. (ocornut#787) Columns: Separator: Fixed a bug where non-visible separators within columns would alter the next row position differently than visible ones. Fixed rounding issues also leading to change of ScrollMax depending on visible items (in particular negative coordinate would be rounded differently) Fix signed types warning in pasteboard handler (ocornut#2786) Examples: SDL/GLFW + OpenGL3: Fixes for Makefile (ocornut#2774) - append CXXFLAGS instead of overwriting them - add glad.c build rule BeginTabItem: Fixed case where right-most tab would create an extraneous draw calls (probably related to other tab fitting code in 1.73 wip) Remove trailing spaces (grep for ' \r?$' in visual studio) Internal: Offset STB_TEXTURE_K_ defines to remove that change from ocornut#2541 + sponsors update. Font: implement a way to draw narrow ellipsis without relying on hardcoded 1 pixel dots. (ocornut#2775) This changeset implements several pieces of the puzzle that add up to a narrow ellipsis rendering. `ImFontConfig` and `ImFont` received `ImWchar EllipsisCodePoint = -1;` field. User may configure `ImFontConfig::EllipsisCodePoint` a unicode codepoint that will be used for rendering narrow ellipsis. Not setting this field will automatically detect a suitable character or fall back to rendering 3 dots with minimal spacing between them. Autodetection prefers codepoint 0x2026 (narrow ellipsis) and falls back to 0x0085 (NEXT LINE) when missing. Wikipedia indicates that codepoint 0x0085 was used as ellipsis in some older windows fonts. So does default Dear ImGui font. When user is merging fonts - first configured and present ellipsis codepoint will be used, ellipsis characters from subsequently merged fonts will be ignored. Rendering a narrow ellipsis is surprisingly not straightforward task. There are cases when ellipsis is bigger than the last visible character therefore `RenderTextEllipsis()` has to hide last two characters. In a subset of those cases ellipsis is as big as last visible character + space before it. `RenderTextEllipsis()` tries to work around this case by taking free space between glyph edges into account. Code responsible for this functionality is within `if (text_end_ellipsis != text_end_full) { ... }`. There are cases when font does not have ellipsis character defined. In this case RenderTextEllipsis() falls back to rendering ellipsis as 3 dots, but with reduced spacing between them. 1 pixel space is used in all cases. This results in a somewhat wider ellipsis, but avoids issues where spaces between dots are uneven (visible in larger/monospace fonts) or squish dots way too much (visible in default font where dot is essentially a pixel). This fallback method obsoleted `RenderPixelEllipsis()` and this function was removed. Note that fallback ellipsis will always be somewhat wider than it could be, however it will fit in visually into every font used unlike what `RenderPixelEllipsis()` produced. Font: Narrow ellipsis: various minor stylistic tweaks (ocornut#2775) Font: Narrow ellipsis: once we know an ellipsis is going to be drawn, we can claim the space between pos_max.x and ellipsis_max.x which gives us enough extra space to not requires the further (and otherwise valid) optimizations. Gets us vastly simplified code, yay. (ocornut#2775) Style: Allow style.WindowMenuButtonPosition to be set to ImGuiDir_None to hide the collapse button. (ocornut#2634, ocornut#2639) + Fix ocornut#2775 ImDrawListSplitter: fixed an issue merging channels if the last submitted draw command used a different texture. (ocornut#2506) Fixed unused static function warning for some compilers. (ocornut#2793) TreeNode: Added ImGuiTreeNodeFlags_SpanAvailWidth and ImGuiTreeNodeFlags_SpanFullWidth flags (ocornut#2451, ocornut#2438, ocornut#1897) Added demo bits. Warning fix. ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (ocornut#2722, ocornut#2770) Issue is fixed by storing last active color picker color and last hue value when active color picker takes rgb as input. Then if current color picker color matches last active color - hue value will be restored. IDs are not used because ColorEdit4() and ColorWidget4() may call each other in hard-to-predict ways and they both push their own IDs on to the stack. We need hue restoration to happen in entire stack of these widgets if topmost widget used hue restoration. Since these widgets operate on exact same color value - color was chosen as a factor deciding which widgets should restore hue. ColorPicker / ColorEdit: restore Hue when zeroing Saturation. (ocornut#2722, ocornut#2770) - changelog, fixed uninitialized variables, tweaks, renaming. Fixed mouse event forwarding in macos example (ocornut#2710, ocornut#1961) Readme, Wiki: Image loading examples.
Closing this (reason: moved to #2815) |
fix build for WideCharToMultiByte [3181ff1e] Full Unicode Support [6c9e73ac] Fix ImTextCountUtf8BytesFromChar and ImTextCharToUtf8, these APIs assume the input is an unicode code point, not UTF-16 [ba85665b] Add AddInputCharacterUTF16 for windows backend to handle WM_CHAR [fafdcaf0] Use Windows API to convert UTF-16 for ImFileOpen [dc7d5925] Use windows API to convert UTF-16 for clipboard
- Make ImWchar32 unsigned. - Fix Win32 version of ImFileOpen by including windows.h sooner. - Make ImGuiIO::AddInputCharacterUTF16() more robust by disallowing illegal surrogate pairs. - Allow pushing higher plane codepoints through ImGuiIO::AddInputCharacter(). - Minor cleaning up in the high-plane Unicode support. - Fix Clang -Wunreachable-code warning
Replying to: Including CI logs: |
…rnut#2538) fix build for WideCharToMultiByte [3181ff1e] Full Unicode Support [6c9e73ac] Fix ImTextCountUtf8BytesFromChar and ImTextCharToUtf8, these APIs assume the input is an unicode code point, not UTF-16 [ba85665b] Add AddInputCharacterUTF16 for windows backend to handle WM_CHAR [fafdcaf0] Use Windows API to convert UTF-16 for ImFileOpen [dc7d5925] Use windows API to convert UTF-16 for clipboard
…nut#2815) - Make ImWchar32 unsigned. - Fix Win32 version of ImFileOpen by including windows.h sooner. - Make ImGuiIO::AddInputCharacterUTF16() more robust by disallowing illegal surrogate pairs. - Allow pushing higher plane codepoints through ImGuiIO::AddInputCharacter(). - Minor cleaning up in the high-plane Unicode support. - Fix Clang -Wunreachable-code warning
…ems unnecessary?). (ocornut#2541, ocornut#2815)
This PR add full unicode support, See #2538
I defined two types:
ImWchar16
andImWchar32
, and the macroImWchar
isImWchar16
by default. We can change it inimconfig.h
.ImTextCharFromUtf8
replace the code point above 0x10000 to replacement character U+FFFD when we useImWchar16
. So that we can remove some range checks outside.ImTextCharToUtf8
andImTextCountUtf8BytesFromChar
can manage full unicode set now. btw, There is a bug (for surrogate) inImTextCountUtf8BytesFromChar
before.GetClipboardTextFn_DefaultImpl
andSetClipboardTextFn_DefaultImpl
have some issues with surrogate of UTF-16 before, I reimplement them by::WideCharToMultiByte
and::MultiByteToWideChar
.I introduce a new API
ImGuiIO::AddInputCharacterUTF16
, it can handle UTF-16 correctly.examples/imgui_impl_win32.cpp
assumed that one code point perWM_CHAR
message before. It's not correct, because thewParam
can be surrogate, we should combine twoWM_CHAR
message when thewParam
is surrogate.For the
ImFontGlyphRangesBuilder
,UsedChars
may 17x larger then before if we useImWchar32
.I hope I haven't left something out.