Add multi-window support to GUI with shared buffer list and improved input handling

- Introduced support for multiple windows, sharing the primary editor's buffer list.
- Added `GUIFrontend::OpenNewWindow_` for creating secondary windows with independent dimensions and input handlers.
- Redesigned `WindowState` to encapsulate per-window attributes (dimensions, renderer, input, etc.).
- Updated input processing and command execution to route events based on active window, preserving window-level states.
- Enhanced SDL2 and ImGui integration for proper context management across multiple windows.
- Increased robustness by handling window closing, resizing, and cleanup of secondary windows without affecting the primary editor.
- Updated documentation and key bindings for multi-window operations (e.g., Cmd+N / Ctrl+Shift+N).
- Version updated to 1.8.0 to reflect the major GUI enhancement.
This commit is contained in:
2026-03-15 13:19:04 -07:00
parent 11c523ad52
commit d768e56727
8 changed files with 429 additions and 194 deletions

View File

@@ -29,21 +29,86 @@
static auto kGlslVersion = "#version 150"; // GL 3.2 core (macOS compatible)
// ---------------------------------------------------------------------------
// Helpers shared between Init and OpenNewWindow_
// ---------------------------------------------------------------------------
static void
apply_syntax_to_buffer(Buffer *b, const GUIConfig &cfg)
{
if (!b)
return;
if (cfg.syntax) {
b->SetSyntaxEnabled(true);
b->EnsureHighlighter();
if (auto *eng = b->Highlighter()) {
if (!eng->HasHighlighter()) {
std::string first_line;
const auto &rows = b->Rows();
if (!rows.empty())
first_line = static_cast<std::string>(rows[0]);
std::string ft = kte::HighlighterRegistry::DetectForPath(
b->Filename(), first_line);
if (!ft.empty()) {
eng->SetHighlighter(kte::HighlighterRegistry::CreateFor(ft));
b->SetFiletype(ft);
eng->InvalidateFrom(0);
} else {
eng->SetHighlighter(std::make_unique<kte::NullHighlighter>());
b->SetFiletype("");
eng->InvalidateFrom(0);
}
}
}
} else {
b->SetSyntaxEnabled(false);
}
}
// Update editor logical rows/cols from current ImGui metrics for a given display size.
static void
update_editor_dimensions(Editor &ed, float disp_w, float disp_h)
{
float row_h = ImGui::GetTextLineHeightWithSpacing();
float ch_w = ImGui::CalcTextSize("M").x;
if (row_h <= 0.0f)
row_h = 16.0f;
if (ch_w <= 0.0f)
ch_w = 8.0f;
const float pad_x = 6.0f;
const float pad_y = 6.0f;
float wanted_bar_h = ImGui::GetFrameHeight();
float total_avail_h = std::max(0.0f, disp_h - 2.0f * pad_y);
float actual_avail_h = std::floor((total_avail_h - wanted_bar_h) / row_h) * row_h;
auto content_rows = static_cast<std::size_t>(std::max(0.0f, std::floor(actual_avail_h / row_h)));
std::size_t rows = content_rows + 1;
float avail_w = std::max(0.0f, disp_w - 2.0f * pad_x);
std::size_t cols = static_cast<std::size_t>(std::max(1.0f, std::floor(avail_w / ch_w)));
if (rows != ed.Rows() || cols != ed.Cols()) {
ed.SetDimensions(rows, cols);
}
}
bool
GUIFrontend::Init(int &argc, char **argv, Editor &ed)
{
(void) argc;
(void) argv;
// Attach editor to input handler for editor-owned features (e.g., universal argument)
input_.Attach(&ed);
// editor dimensions will be initialized during the first Step() frame
// Load GUI configuration (fullscreen, columns/rows, font size, theme, background)
config_ = GUIConfig::Load();
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) != 0) {
return false;
}
// Load GUI configuration (fullscreen, columns/rows, font size, theme, background)
GUIConfig cfg = GUIConfig::Load();
// GL attributes for core profile
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
@@ -56,61 +121,55 @@ GUIFrontend::Init(int &argc, char **argv, Editor &ed)
// Compute desired window size from config
Uint32 win_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
if (cfg.fullscreen) {
// "Fullscreen": fill the usable bounds of the primary display.
// On macOS, do NOT use true fullscreen so the menu/status bar remains visible.
int init_w = 1280, init_h = 800;
if (config_.fullscreen) {
SDL_Rect usable{};
if (SDL_GetDisplayUsableBounds(0, &usable) == 0) {
width_ = usable.w;
height_ = usable.h;
init_w = usable.w;
init_h = usable.h;
}
#if !defined(__APPLE__)
// Non-macOS: desktop fullscreen uses the current display resolution.
win_flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
#endif
} else {
// Windowed: width = columns * font_size, height = (rows * 2) * font_size
int w = cfg.columns * static_cast<int>(cfg.font_size);
int h = cfg.rows * static_cast<int>(cfg.font_size * 1.2);
// As a safety, clamp to display usable bounds if retrievable
int w = config_.columns * static_cast<int>(config_.font_size);
int h = config_.rows * static_cast<int>(config_.font_size * 1.2);
SDL_Rect usable{};
if (SDL_GetDisplayUsableBounds(0, &usable) == 0) {
w = std::min(w, usable.w);
h = std::min(h, usable.h);
}
width_ = std::max(320, w);
height_ = std::max(200, h);
init_w = std::max(320, w);
init_h = std::max(200, h);
}
SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
window_ = SDL_CreateWindow(
SDL_Window *win = SDL_CreateWindow(
"kge - kyle's graphical editor " KTE_VERSION_STR,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
width_, height_,
init_w, init_h,
win_flags);
if (!window_) {
if (!win) {
return false;
}
SDL_EnableScreenSaver();
#if defined(__APPLE__)
// macOS: when "fullscreen" is requested, position the window at the
// top-left of the usable display area to mimic fullscreen while keeping
// the system menu bar visible.
if (cfg.fullscreen) {
if (config_.fullscreen) {
SDL_Rect usable{};
if (SDL_GetDisplayUsableBounds(0, &usable) == 0) {
SDL_SetWindowPosition(window_, usable.x, usable.y);
SDL_SetWindowPosition(win, usable.x, usable.y);
}
}
#endif
gl_ctx_ = SDL_GL_CreateContext(window_);
if (!gl_ctx_)
SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
if (!gl_ctx) {
SDL_DestroyWindow(win);
return false;
SDL_GL_MakeCurrent(window_, gl_ctx_);
}
SDL_GL_MakeCurrent(win, gl_ctx);
SDL_GL_SetSwapInterval(1); // vsync
IMGUI_CHECKVERSION();
@@ -121,94 +180,54 @@ GUIFrontend::Init(int &argc, char **argv, Editor &ed)
if (const char *home = std::getenv("HOME")) {
namespace fs = std::filesystem;
fs::path config_dir = fs::path(home) / ".config" / "kte";
std::error_code ec;
if (!fs::exists(config_dir)) {
fs::create_directories(config_dir, ec);
}
if (fs::exists(config_dir)) {
static std::string ini_path = (config_dir / "imgui.ini").string();
io.IniFilename = ini_path.c_str();
}
}
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;
io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;
ImGui::StyleColorsDark();
// Apply background mode and selected theme (default: Nord). Can be changed at runtime via commands.
if (cfg.background == "light")
if (config_.background == "light")
kte::SetBackgroundMode(kte::BackgroundMode::Light);
else
kte::SetBackgroundMode(kte::BackgroundMode::Dark);
kte::ApplyThemeByName(cfg.theme);
kte::ApplyThemeByName(config_.theme);
// Apply default syntax highlighting preference from GUI config to the current buffer
if (Buffer *b = ed.CurrentBuffer()) {
if (cfg.syntax) {
b->SetSyntaxEnabled(true);
// Ensure a highlighter is available if possible
b->EnsureHighlighter();
if (auto *eng = b->Highlighter()) {
if (!eng->HasHighlighter()) {
// Try detect from filename and first line; fall back to cpp or existing filetype
std::string first_line;
const auto &rows = b->Rows();
if (!rows.empty())
first_line = static_cast<std::string>(rows[0]);
std::string ft = kte::HighlighterRegistry::DetectForPath(
b->Filename(), first_line);
if (!ft.empty()) {
eng->SetHighlighter(kte::HighlighterRegistry::CreateFor(ft));
b->SetFiletype(ft);
eng->InvalidateFrom(0);
} else {
// Unknown/unsupported -> install a null highlighter to keep syntax enabled
eng->SetHighlighter(std::make_unique<kte::NullHighlighter>());
b->SetFiletype("");
eng->InvalidateFrom(0);
}
}
}
} else {
b->SetSyntaxEnabled(false);
}
}
apply_syntax_to_buffer(ed.CurrentBuffer(), config_);
if (!ImGui_ImplSDL2_InitForOpenGL(window_, gl_ctx_))
if (!ImGui_ImplSDL2_InitForOpenGL(win, gl_ctx))
return false;
if (!ImGui_ImplOpenGL3_Init(kGlslVersion))
return false;
// Cache initial window size; logical rows/cols will be computed in Step() once a valid ImGui frame exists
// Cache initial window size
int w, h;
SDL_GetWindowSize(window_, &w, &h);
width_ = w;
height_ = h;
SDL_GetWindowSize(win, &w, &h);
init_w = w;
init_h = h;
#if defined(__APPLE__)
// Workaround: On macOS Retina when starting maximized, we sometimes get a
// subtle input vs draw alignment mismatch until the first manual resize.
// Nudge the window size by 1px and back to trigger a proper internal
// recomputation, without visible impact.
if (w > 1 && h > 1) {
SDL_SetWindowSize(window_, w - 1, h - 1);
SDL_SetWindowSize(window_, w, h);
// Update cached size in case backend reports immediately
SDL_GetWindowSize(window_, &w, &h);
width_ = w;
height_ = h;
SDL_SetWindowSize(win, w - 1, h - 1);
SDL_SetWindowSize(win, w, h);
SDL_GetWindowSize(win, &w, &h);
init_w = w;
init_h = h;
}
#endif
// Install embedded fonts into registry and load configured font
// Install embedded fonts
kte::Fonts::InstallDefaultFonts();
// Initialize font atlas using configured font name and size; fallback to embedded default helper
if (!kte::Fonts::FontRegistry::Instance().LoadFont(cfg.font, (float) cfg.font_size)) {
LoadGuiFont_(nullptr, (float) cfg.font_size);
// Record defaults in registry so subsequent size changes have a base
kte::Fonts::FontRegistry::Instance().RequestLoadFont("default", (float) cfg.font_size);
if (!kte::Fonts::FontRegistry::Instance().LoadFont(config_.font, (float) config_.font_size)) {
LoadGuiFont_(nullptr, (float) config_.font_size);
kte::Fonts::FontRegistry::Instance().RequestLoadFont("default", (float) config_.font_size);
std::string n;
float s = 0.0f;
if (kte::Fonts::FontRegistry::Instance().ConsumePendingFontRequest(n, s)) {
@@ -216,6 +235,68 @@ GUIFrontend::Init(int &argc, char **argv, Editor &ed)
}
}
// Build primary WindowState
auto ws = std::make_unique<WindowState>();
ws->window = win;
ws->gl_ctx = gl_ctx;
ws->width = init_w;
ws->height = init_h;
// The primary window's editor IS the editor passed in from main; we don't
// use ws->editor for the primary — instead we keep a pointer to &ed.
// We store a sentinel: window index 0 uses the external editor reference.
// To keep things simple, attach input to the passed-in editor.
ws->input.Attach(&ed);
windows_.push_back(std::move(ws));
return true;
}
bool
GUIFrontend::OpenNewWindow_(Editor &primary)
{
SDL_GL_MakeCurrent(windows_[0]->window, windows_[0]->gl_ctx);
Uint32 win_flags = SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI;
int w = windows_[0]->width;
int h = windows_[0]->height;
SDL_Window *win = SDL_CreateWindow(
"kge - kyle's graphical editor " KTE_VERSION_STR,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
w, h,
win_flags);
if (!win)
return false;
SDL_GLContext gl_ctx = SDL_GL_CreateContext(win);
if (!gl_ctx) {
SDL_DestroyWindow(win);
return false;
}
SDL_GL_MakeCurrent(win, gl_ctx);
SDL_GL_SetSwapInterval(1);
// Secondary windows share the ImGui context already created in Init.
// We need to init the SDL2/OpenGL backends for this new window.
// ImGui_ImplSDL2 supports multiple windows via SDL_GetWindowID checks.
ImGui_ImplOpenGL3_Init(kGlslVersion);
auto ws = std::make_unique<WindowState>();
ws->window = win;
ws->gl_ctx = gl_ctx;
ws->width = w;
ws->height = h;
// Secondary editor shares the primary's buffer list
ws->editor.SetSharedBuffers(&primary.Buffers());
ws->editor.SetDimensions(primary.Rows(), primary.Cols());
ws->input.Attach(&ws->editor);
windows_.push_back(std::move(ws));
// Restore primary GL context as current
SDL_GL_MakeCurrent(windows_[0]->window, windows_[0]->gl_ctx);
return true;
}
@@ -223,137 +304,216 @@ GUIFrontend::Init(int &argc, char **argv, Editor &ed)
void
GUIFrontend::Step(Editor &ed, bool &running)
{
// --- Event processing ---
SDL_Event e;
while (SDL_PollEvent(&e)) {
ImGui_ImplSDL2_ProcessEvent(&e);
// Determine which window this event belongs to
Uint32 event_win_id = 0;
switch (e.type) {
case SDL_QUIT:
running = false;
break;
case SDL_WINDOWEVENT:
if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
width_ = e.window.data1;
height_ = e.window.data2;
}
event_win_id = e.window.windowID;
break;
case SDL_KEYDOWN:
case SDL_KEYUP:
event_win_id = e.key.windowID;
break;
case SDL_TEXTINPUT:
event_win_id = e.text.windowID;
break;
case SDL_MOUSEBUTTONDOWN:
case SDL_MOUSEBUTTONUP:
event_win_id = e.button.windowID;
break;
case SDL_MOUSEWHEEL:
event_win_id = e.wheel.windowID;
break;
default:
break;
}
// Map input to commands
input_.ProcessSDLEvent(e);
if (e.type == SDL_QUIT) {
running = false;
break;
}
if (e.type == SDL_WINDOWEVENT) {
if (e.window.event == SDL_WINDOWEVENT_CLOSE) {
// Mark the window as dead; primary window close = quit
for (std::size_t i = 0; i < windows_.size(); ++i) {
if (SDL_GetWindowID(windows_[i]->window) == e.window.windowID) {
if (i == 0) {
running = false;
} else {
windows_[i]->alive = false;
}
break;
}
}
} else if (e.window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
for (auto &ws: windows_) {
if (SDL_GetWindowID(ws->window) == e.window.windowID) {
ws->width = e.window.data1;
ws->height = e.window.data2;
break;
}
}
}
}
// Route input events to the correct window's input handler
if (event_win_id != 0) {
// Primary window (index 0) uses the external editor &ed
if (windows_.size() > 0 &&
SDL_GetWindowID(windows_[0]->window) == event_win_id) {
windows_[0]->input.ProcessSDLEvent(e);
} else {
for (std::size_t i = 1; i < windows_.size(); ++i) {
if (SDL_GetWindowID(windows_[i]->window) == event_win_id) {
windows_[i]->input.ProcessSDLEvent(e);
break;
}
}
}
}
}
// Apply pending font change before starting a new frame
if (!running)
return;
// --- Apply pending font change ---
{
std::string fname;
float fsize = 0.0f;
if (kte::Fonts::FontRegistry::Instance().ConsumePendingFontRequest(fname, fsize)) {
if (!fname.empty() && fsize > 0.0f) {
kte::Fonts::FontRegistry::Instance().LoadFont(fname, fsize);
// Recreate backend font texture
ImGui_ImplOpenGL3_DestroyFontsTexture();
ImGui_ImplOpenGL3_CreateFontsTexture();
}
}
}
// Start a new ImGui frame BEFORE processing commands so dimensions are correct
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(window_);
ImGui::NewFrame();
// --- Step each window ---
// We iterate by index because OpenNewWindow_ may append to windows_.
for (std::size_t wi = 0; wi < windows_.size(); ++wi) {
WindowState &ws = *windows_[wi];
if (!ws.alive)
continue;
// Update editor logical rows/cols using current ImGui metrics and display size
{
ImGuiIO &io = ImGui::GetIO();
float row_h = ImGui::GetTextLineHeightWithSpacing();
float ch_w = ImGui::CalcTextSize("M").x;
if (row_h <= 0.0f)
row_h = 16.0f;
if (ch_w <= 0.0f)
ch_w = 8.0f;
// Prefer ImGui IO display size; fall back to cached SDL window size
float disp_w = io.DisplaySize.x > 0 ? io.DisplaySize.x : static_cast<float>(width_);
float disp_h = io.DisplaySize.y > 0 ? io.DisplaySize.y : static_cast<float>(height_);
Editor &wed = (wi == 0) ? ed : ws.editor;
// Account for the GUI window padding and the status bar height used in ImGuiRenderer.
const float pad_x = 6.0f;
const float pad_y = 6.0f;
SDL_GL_MakeCurrent(ws.window, ws.gl_ctx);
// Use the same logic as ImGuiRenderer for available height and status bar reservation.
float wanted_bar_h = ImGui::GetFrameHeight();
float total_avail_h = std::max(0.0f, disp_h - 2.0f * pad_y);
float actual_avail_h = std::floor((total_avail_h - wanted_bar_h) / row_h) * row_h;
// Start a new ImGui frame
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplSDL2_NewFrame(ws.window);
ImGui::NewFrame();
// Visible content rows inside the scroll child
auto content_rows = static_cast<std::size_t>(std::max(0.0f, std::floor(actual_avail_h / row_h)));
// Editor::Rows includes the status line; add 1 back for it.
std::size_t rows = content_rows + 1;
float avail_w = std::max(0.0f, disp_w - 2.0f * pad_x);
std::size_t cols = static_cast<std::size_t>(std::max(1.0f, std::floor(avail_w / ch_w)));
// Only update if changed to avoid churn
if (rows != ed.Rows() || cols != ed.Cols()) {
ed.SetDimensions(rows, cols);
// Update editor dimensions
{
ImGuiIO &io = ImGui::GetIO();
float disp_w = io.DisplaySize.x > 0 ? io.DisplaySize.x : static_cast<float>(ws.width);
float disp_h = io.DisplaySize.y > 0 ? io.DisplaySize.y : static_cast<float>(ws.height);
update_editor_dimensions(wed, disp_w, disp_h);
}
}
// Allow deferred opens (including swap recovery prompts) to run.
ed.ProcessPendingOpens();
// Allow deferred opens
wed.ProcessPendingOpens();
// Execute pending mapped inputs (drain queue) AFTER dimensions are updated
for (;;) {
MappedInput mi;
if (!input_.Poll(mi))
break;
if (mi.hasCommand) {
// Track kill ring before and after to sync GUI clipboard when it changes
const std::string before = ed.KillRingHead();
Execute(ed, mi.id, mi.arg, mi.count);
const std::string after = ed.KillRingHead();
if (after != before && !after.empty()) {
// Update the system clipboard to mirror the kill ring head in GUI
SDL_SetClipboardText(after.c_str());
// Drain input queue
for (;;) {
MappedInput mi;
if (!ws.input.Poll(mi))
break;
if (mi.hasCommand) {
if (mi.id == CommandId::NewWindow) {
// Open a new window; handled after this loop
wed.SetNewWindowRequested(true);
} else {
const std::string before = wed.KillRingHead();
Execute(wed, mi.id, mi.arg, mi.count);
const std::string after = wed.KillRingHead();
if (after != before && !after.empty()) {
SDL_SetClipboardText(after.c_str());
}
}
}
}
// Handle new-window request
if (wed.NewWindowRequested()) {
wed.SetNewWindowRequested(false);
OpenNewWindow_(ed); // always share primary editor's buffers
}
if (wi == 0 && wed.QuitRequested()) {
running = false;
}
// Draw
ws.renderer.Draw(wed);
// Render
ImGui::Render();
int display_w, display_h;
SDL_GL_GetDrawableSize(ws.window, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.1f, 0.1f, 0.11f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(ws.window);
}
if (ed.QuitRequested()) {
running = false;
// Remove dead secondary windows
for (auto it = windows_.begin() + 1; it != windows_.end();) {
if (!(*it)->alive) {
SDL_GL_MakeCurrent((*it)->window, (*it)->gl_ctx);
ImGui_ImplOpenGL3_Shutdown();
SDL_GL_DeleteContext((*it)->gl_ctx);
SDL_DestroyWindow((*it)->window);
it = windows_.erase(it);
// Restore primary context
SDL_GL_MakeCurrent(windows_[0]->window, windows_[0]->gl_ctx);
} else {
++it;
}
}
// No runtime font UI; always use embedded font.
// Draw editor UI
renderer_.Draw(ed);
// Render
ImGui::Render();
int display_w, display_h;
SDL_GL_GetDrawableSize(window_, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(0.1f, 0.1f, 0.11f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
SDL_GL_SwapWindow(window_);
}
void
GUIFrontend::Shutdown()
{
// Destroy secondary windows first
for (std::size_t i = 1; i < windows_.size(); ++i) {
SDL_GL_MakeCurrent(windows_[i]->window, windows_[i]->gl_ctx);
ImGui_ImplOpenGL3_Shutdown();
SDL_GL_DeleteContext(windows_[i]->gl_ctx);
SDL_DestroyWindow(windows_[i]->window);
}
windows_.resize(std::min(windows_.size(), std::size_t(1)));
// Destroy primary window
if (!windows_.empty()) {
SDL_GL_MakeCurrent(windows_[0]->window, windows_[0]->gl_ctx);
}
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplSDL2_Shutdown();
ImGui::DestroyContext();
if (gl_ctx_) {
SDL_GL_DeleteContext(gl_ctx_);
gl_ctx_ = nullptr;
}
if (window_) {
SDL_DestroyWindow(window_);
window_ = nullptr;
if (!windows_.empty()) {
if (windows_[0]->gl_ctx) {
SDL_GL_DeleteContext(windows_[0]->gl_ctx);
windows_[0]->gl_ctx = nullptr;
}
if (windows_[0]->window) {
SDL_DestroyWindow(windows_[0]->window);
windows_[0]->window = nullptr;
}
}
windows_.clear();
SDL_Quit();
}
@@ -367,7 +527,6 @@ GUIFrontend::LoadGuiFont_(const char * /*path*/, const float size_px)
ImFontConfig config;
config.MergeMode = false;
// Load Basic Latin + Latin Supplement
io.Fonts->AddFontFromMemoryCompressedTTF(
kte::Fonts::DefaultFontData,
kte::Fonts::DefaultFontSize,
@@ -375,7 +534,6 @@ GUIFrontend::LoadGuiFont_(const char * /*path*/, const float size_px)
&config,
io.Fonts->GetGlyphRangesDefault());
// Merge Greek and Mathematical symbols from IosevkaExtended
config.MergeMode = true;
static const ImWchar extended_ranges[] = {
0x0370, 0x03FF, // Greek and Coptic
@@ -391,4 +549,4 @@ GUIFrontend::LoadGuiFont_(const char * /*path*/, const float size_px)
io.Fonts->Build();
return true;
}
}