diff --git a/src/experimental/toolbox/window.cc b/src/experimental/toolbox/window.cc index f2169d00..4f372dea 100644 --- a/src/experimental/toolbox/window.cc +++ b/src/experimental/toolbox/window.cc @@ -36,10 +36,12 @@ namespace mujoco::toolbox { -static void InitImGui(SDL_Window* window, const LoadAssetFn& load_asset_fn) { +static void InitImGui(SDL_Window* window, const LoadAssetFn& load_asset_fn, + bool build_fonts) { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; io.IniFilename = nullptr; ImGui::StyleColorsDark(); @@ -47,25 +49,24 @@ static void InitImGui(SDL_Window* window, const LoadAssetFn& load_asset_fn) { #ifndef __EMSCRIPTEN__ // TODO: Get font loading working for wasm. + // Note: fonts are stored statically because they aren't actually loaded + // until the fonts are built. ImFontConfig main_cfg; - main_cfg.OversampleH = 8; - main_cfg.OversampleV = 4; - main_cfg.GlyphExtraAdvanceX = 0.3f; - auto main_font = load_asset_fn("OpenSans-Regular.ttf"); + static auto main_font = load_asset_fn("OpenSans-Regular.ttf"); io.Fonts->AddFontFromMemoryTTF(main_font.data(), main_font.size(), 20.f, &main_cfg); ImFontConfig icon_cfg; - icon_cfg.OversampleH = 3; - icon_cfg.OversampleV = 3; icon_cfg.MergeMode = true; - icon_cfg.GlyphMinAdvanceX = 14.0f; - auto icon_font = load_asset_fn("fontawesome-webfont.ttf"); + static auto icon_font = load_asset_fn("fontawesome-webfont.ttf"); constexpr ImWchar icon_ranges[] = {0xf000, 0xf3ff, 0x000}; io.Fonts->AddFontFromMemoryTTF(icon_font.data(), icon_font.size(), 14.f, &icon_cfg, icon_ranges); #endif - io.Fonts->Build(); + + if (build_fonts) { + io.Fonts->Build(); + } } Window::Window(std::string_view title, int width, int height, Config config, @@ -109,7 +110,7 @@ Window::Window(std::string_view title, int width, int height, Config config, mju_error("Error creating window: %s", SDL_GetError()); } - InitImGui(sdl_window_, load_asset_fn); + InitImGui(sdl_window_, load_asset_fn, (render_config != kClassicOpenGL)); if (render_config == kFilamentWebGL || render_config == kClassicOpenGL) { SDL_GLContext gl_context = SDL_GL_CreateContext(sdl_window_);