Lines Matching defs:Glyphs
1922 ImVec2 GlyphExtraSpacing; // 0, 0 // Extra spacing (in pixels) between glyphs. Only X axis is supported for now.
1923 ImVec2 GlyphOffset; // 0, 0 // Offset all glyphs from this font input.
1925 float GlyphMinAdvanceX; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font
1926 float GlyphMaxAdvanceX; // FLT_MAX // Maximum AdvanceX for glyphs
1927 bool MergeMode; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights.
1997 IMGUI_API void ClearFonts(); // Clear output font data (glyphs storage, UV coordinates).
2027 // Custom Rectangles/Glyphs API
2031 // You can also request your rectangles to be mapped as font glyph (given a font + Unicode point), so you can render e.g. custom colorful icons and use them as regular glyphs.
2037 float GlyphAdvanceX; // Input // For custom font glyphs only (ID<0x10000): glyph xadvance
2038 ImVec2 GlyphOffset; // Input // For custom font glyphs
2039 ImFont* Font; // Input // For custom font glyphs only (ID<0x10000): target font
2059 int TexDesiredWidth; // Texture width desired by user before Build(). Must be a power-of-two. If have many glyphs your graphics API have texture size restrictions you may want to increase texture width to decrease height.
2060 int TexGlyphPadding; // Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0.
2085 ImVector<float> IndexAdvanceX; // 12-16 // out // // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this this info, and are often bottleneck in large UI).
2090 ImVector<ImWchar> IndexLookup; // 12-16 // out // // Sparse. Index glyphs by Unicode code-point.
2091 ImVector<ImFontGlyph> Glyphs; // 12-16 // out // // All glyphs.
2102 int MetricsTotalSurface;// 4 // out // // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs)