#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
-ImFont *font = nullptr;
+ImFont *fontSans = nullptr;
+ImFont *fontMono = nullptr;
static ImGuiIO *io = nullptr;
static SDL_Window *window = nullptr;
static decltype(SDL_GL_CreateContext(nullptr)) gl_context;
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
- font = io->Fonts->AddFontFromFileTTF("fonts/Roboto-Medium.ttf", 20);
+ fontSans = io->Fonts->AddFontFromFileTTF("fonts/Roboto-Regular.ttf", 20);
+ fontMono = io->Fonts->AddFontFromFileTTF("fonts/RobotoMono-Regular.ttf", 20);
ImGui::StyleColorsLight();
ImGui_ImplSDL2_InitForOpenGL(window, gl_context);
#include <string>
// Externs
-extern ImFont *font;
+extern ImFont *fontSans;
+extern ImFont *fontMono;
extern bool guiInitialize();
extern void guiHandleEvents(bool& done);
ImGui::SetNextWindowSize({WINDOW_WIDTH, WINDOW_HEIGHT - 22 - 200});
ImGui::Begin("main", nullptr,
ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration);
- ImGui::PushFont(font);
// Render main controls (order is important).
+ ImGui::PushFont(fontSans);
codeRenderToolbar();
deviceRenderToolbar();
fileRenderDialog();
- codeRenderWidgets();
+ ImGui::PopFont();
+ ImGui::PushFont(fontMono);
+ codeRenderWidgets();
ImGui::SetNextWindowPos({0, WINDOW_HEIGHT - 200});
ImGui::SetNextWindowSize({WINDOW_WIDTH, 200});
logView.Draw("log", nullptr, ImGuiWindowFlags_NoDecoration);
+ ImGui::PopFont();
// Finish main view rendering.
- ImGui::PopFont();
ImGui::End();
// Draw everything to the screen.