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348 lines
14 KiB
348 lines
14 KiB
## Fonts |
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The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer), |
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a 13 pixels high, pixel-perfect font used by default. We embed it font in source code so you can use Dear ImGui without any file system access. |
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You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience. |
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Fonts are rasterized in a single texture at the time of calling either of |
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- `io.Fonts->GetTexDataAsAlpha8()` |
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- `GetTexDataAsRGBA32()/Build()` |
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**Please read the FAQ:** https://www.dearimgui.org/faq |
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Please use the Discord server: http://discord.dearimgui.org and not the GitHub issue tracker for basic font loading questions. |
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--------------------------------------- |
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| Index | |
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|:---------------------------------------| |
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| [Readme First](#readme-first) | |
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| [Using Icons](#using-icons) | |
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| [Fonts Loading Instructions](#font-loading-instructions) | |
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| [FreeType Rasterizer, Small Font Sizes](#freeType-rasterizer-small-font-sizes) | |
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| [Building Custom Glyph Ranges](#building-custom-glyph-ranges) | |
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| [Using Custom Colorful Icons](#using-custom-colorful-icons) | |
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| [Embedding Fonts In Source Code](#embedding-fonts-in-source-code) | |
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| [Credits/Licenses For Fonts Included In This Folder](#creditslicenses-for-fonts-included-in-this-folder) | |
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| [Font Links](#font-links) | |
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--------------------------------------- |
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## Readme First |
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- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts |
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and understand what's going on if you have an issue. |
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- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build(). |
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.: |
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``` |
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u8"hello" |
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u8"こんにちは" // this will be encoded as UTF-8 |
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``` |
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- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\\filename". |
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--------------------------------------- |
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## Using Icons |
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- Using an icon font (such as [FontAwesome](http://fontawesome.io) or [OpenFontIcons](https://github.com/traverseda/OpenFontIcons)) is an easy and practical way to use icons in your Dear ImGui application. |
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- A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth. |
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- To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut: |
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https://github.com/juliettef/IconFontCppHeaders |
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**The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u** |
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` #define ICON_FA_SEARCH u8"\uf002" ` |
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**The pre-C++11 version has the values directly encoded as utf-8:** |
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` #define ICON_FA_SEARCH "\xEF\x80\x82" ` |
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Example Setup: |
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```cpp |
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// Merge icons into default tool font |
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#include "IconsFontAwesome.h" |
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ImGuiIO& io = ImGui::GetIO(); |
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io.Fonts->AddFontDefault(); |
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ImFontConfig config; |
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config.MergeMode = true; |
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config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced |
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static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 }; |
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io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges); |
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``` |
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Example Usage: |
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```cpp |
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// Usage, e.g. |
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ImGui::Text("%s among %d items", ICON_FA_SEARCH, count); |
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ImGui::Button(ICON_FA_SEARCH " Search"); |
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// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world" |
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// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB" |
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``` |
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See Links below for other icons fonts and related tools. |
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--------------------------------------- |
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## Font Loading Instructions |
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Load default font: |
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```cpp |
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ImGuiIO& io = ImGui::GetIO(); |
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io.Fonts->AddFontDefault(); |
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``` |
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Load .TTF/.OTF file with: |
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```cpp |
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ImGuiIO& io = ImGui::GetIO(); |
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ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); |
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ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels); |
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// Select font at runtime |
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ImGui::Text("Hello"); // use the default font (which is the first loaded font) |
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ImGui::PushFont(font2); |
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ImGui::Text("Hello with another font"); |
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ImGui::PopFont(); |
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``` |
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For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally): |
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```cpp |
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ImFontConfig config; |
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config.OversampleH = 2; |
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config.OversampleV = 1; |
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config.GlyphExtraSpacing.x = 1.0f; |
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config); |
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``` |
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**Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample)** |
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- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API. |
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- The typical result of failing to upload a texture is if every glyphs appears as white rectangles. |
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- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you set OversampleH/OversampleV to 1 and use a small font size. |
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- Mind the fact that some graphics drivers have texture size limitation. |
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- If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours. |
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Some solutions: |
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1. Reduce glyphs ranges by calculating them from source localization data. |
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You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win! |
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2. You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size. |
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3. Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function). |
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4. Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two. |
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Combine two fonts into one: |
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```cpp |
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// Load a first font |
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ImFont* font = io.Fonts->AddFontDefault(); |
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// Add character ranges and merge into the previous font |
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// The ranges array is not copied by the AddFont* functions and is used lazily |
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// so ensure it is available at the time of building or calling GetTexDataAsRGBA32(). |
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static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope. |
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ImFontConfig config; |
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config.MergeMode = true; |
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io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese()); |
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io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges); |
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io.Fonts->Build(); |
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``` |
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Add a fourth parameter to bake specific font ranges only: |
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```cpp |
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// Basic Latin, Extended Latin |
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault()); |
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// Default + Selection of 2500 Ideographs used by Simplified Chinese |
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon()); |
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// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs |
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese()); |
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``` |
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See [Building Custom Glyph Ranges](#building-custom-glyph-ranges) section to create your own ranges. |
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Offset font vertically by altering the io.Font->DisplayOffset value: |
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```cpp |
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels); |
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font->DisplayOffset.y = 1; // Render 1 pixel down |
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``` |
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--------------------------------------- |
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## Freetype Rasterizer, Small Font Sizes |
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- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read. |
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- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder. |
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- FreeType supports auto-hinting which tends to improve the readability of small fonts. |
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**Note** |
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- This code currently creates textures that are unoptimally too large (could be fixed with some work). |
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- Also note that correct sRGB space blending will have an important effect on your font rendering quality. |
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--------------------------------------- |
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## Building Custom Glyph Ranges |
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You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs. |
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```cpp |
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ImVector<ImWchar> ranges; |
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ImFontGlyphRangesBuilder builder; |
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builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters) |
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builder.AddChar(0x7262); // Add a specific character |
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builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges |
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builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted) |
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data); |
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io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted. |
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``` |
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--------------------------------------- |
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## Using Custom Colorful Icons |
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**(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)** |
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- You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build(). |
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- You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles. |
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#### Pseudo-code: |
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``` |
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// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font |
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ImFont* font = io.Fonts->AddFontDefault(); |
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int rect_ids[2]; |
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rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1); |
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rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1); |
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// Build atlas |
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io.Fonts->Build(); |
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// Retrieve texture in RGBA format |
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unsigned char* tex_pixels = NULL; |
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int tex_width, tex_height; |
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io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height); |
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for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++) |
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{ |
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int rect_id = rects_ids[rect_n]; |
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if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id)) |
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{ |
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// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!) |
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for (int y = 0; y < rect->Height; y++) |
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{ |
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ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X); |
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for (int x = rect->Width; x > 0; x--) |
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*p++ = IM_COL32(255, 0, 0, 255); |
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} |
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} |
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} |
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``` |
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--------------------------------------- |
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## Embedding Fonts In Source Code |
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- Compile and use 'binary\_to\_compressed\_c.cpp' to create a compressed C style array that you can embed in source code. |
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- See the documentation in binary\_to\_compressed\_c.cpp for instruction on how to use the tool. |
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- You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README). |
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- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger. |
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Then load the font with: |
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` ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); ` |
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or |
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`ImFont* font = io.Fonts- AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...); |
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` |
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--------------------------------------- |
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## Credits/Licenses For Fonts Included In This Folder |
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Roboto-Medium.ttf |
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Apache License 2.0 |
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by Christian Robertson |
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https://fonts.google.com/specimen/Roboto |
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Cousine-Regular.ttf |
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by Steve Matteson |
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Digitized data copyright (c) 2010 Google Corporation. |
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Licensed under the SIL Open Font License, Version 1.1 |
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https://fonts.google.com/specimen/Cousine |
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DroidSans.ttf |
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Copyright (c) Steve Matteson |
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Apache License, version 2.0 |
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https://www.fontsquirrel.com/fonts/droid-sans |
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ProggyClean.ttf |
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Copyright (c) 2004, 2005 Tristan Grimmer |
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MIT License |
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recommended loading setting: Size = 13.0, DisplayOffset.Y = +1 |
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http://www.proggyfonts.net/ |
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ProggyTiny.ttf |
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Copyright (c) 2004, 2005 Tristan Grimmer |
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MIT License |
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recommended loading setting: Size = 10.0, DisplayOffset.Y = +1 |
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http://www.proggyfonts.net/ |
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Karla-Regular.ttf |
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Copyright (c) 2012, Jonathan Pinhorn |
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SIL OPEN FONT LICENSE Version 1.1 |
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--------------------------------------- |
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## Font Links |
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#### ICON FONTS |
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C/C++ header for icon fonts (#define with code points to use in source code string literals) |
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https://github.com/juliettef/IconFontCppHeaders |
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FontAwesome |
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https://fortawesome.github.io/Font-Awesome |
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OpenFontIcons |
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https://github.com/traverseda/OpenFontIcons |
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Google Icon Fonts |
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https://design.google.com/icons/ |
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Kenney Icon Font (Game Controller Icons) |
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https://github.com/nicodinh/kenney-icon-font |
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IcoMoon - Custom Icon font builder |
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https://icomoon.io/app |
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#### REGULAR FONTS |
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Google Noto Fonts (worldwide languages) |
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https://www.google.com/get/noto/ |
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Open Sans Fonts |
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https://fonts.google.com/specimen/Open+Sans |
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(Japanese) M+ fonts by Coji Morishita are free |
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http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html |
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#### MONOSPACE FONTS |
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(Pixel Perfect) Proggy Fonts, by Tristan Grimmer |
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http://www.proggyfonts.net or http://upperbounds.net |
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(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) |
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https://github.com/kmar/Sweet16Font |
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Also include .inl file to use directly in dear imgui. |
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Google Noto Mono Fonts |
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https://www.google.com/get/noto/ |
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Typefaces for source code beautification |
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https://github.com/chrissimpkins/codeface |
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Programmation fonts |
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http://s9w.github.io/font_compare/ |
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Inconsolata |
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http://www.levien.com/type/myfonts/inconsolata.html |
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Adobe Source Code Pro: Monospaced font family for user interface and coding environments |
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https://github.com/adobe-fonts/source-code-pro |
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Monospace/Fixed Width Programmer's Fonts |
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http://www.lowing.org/fonts/ |
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Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
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