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377 lines
14 KiB
Plaintext
377 lines
14 KiB
Plaintext
dear imgui
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FONTS DOCUMENTATION
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Also read https://www.dearimgui.org/faq for more fonts related infos.
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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.
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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.
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The files in this folder are suggested fonts, provided as a convenience.
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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 / FAQ
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- Fonts Loading Instructions
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- Using Icons
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- Using FreeType rasterizer
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- Building Custom Glyph Ranges
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- Using custom colorful icons
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- Embedding Fonts in Source Code
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- Credits/Licences for fonts included in repository
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- Fonts Links
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---------------------------------------
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README FIRST / FAQ
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---------------------------------------
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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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- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
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- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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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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- 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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Read FAQ for details.
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---------------------------------------
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FONTS LOADING INSTRUCTIONS
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---------------------------------------
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Load default font:
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontDefault();
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Load .TTF/.OTF file with:
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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Load multiple fonts:
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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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For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
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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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Combine two fonts into one:
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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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Font atlas is too large?
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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
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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 users may run on hardware with lower specs 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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- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample
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Add a fourth parameter to bake specific font ranges only:
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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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See "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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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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USING ICONS
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---------------------------------------
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Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
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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
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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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Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:
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#define ICON_FA_MUSIC "\xef\x80\x81"
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#define ICON_FA_SEARCH "\xef\x80\x82"
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Example Setup:
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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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Example Usage:
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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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Important to understand: 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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See Links below for other icons fonts and related tools.
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---------------------------------------
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FREETYPE RASTERIZER, SMALL FONT SIZES
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---------------------------------------
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Dear ImGui uses imstb_truetype.h to rasterize fonts (with optional oversampling).
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This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
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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 that 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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---------------------------------------
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You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input.
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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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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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USING CUSTOM COLORFUL ICONS
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---------------------------------------
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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
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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
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texture, and blit/copy any graphics data of your choice into those rectangles.
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Pseudo-code:
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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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EMBEDDING FONTS IN SOURCE CODE
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---------------------------------------
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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
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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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CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
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---------------------------------------
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Some fonts are available in the misc/fonts/ 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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FONTS LINKS
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---------------------------------------
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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 (PIXEL PERFECT)
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Proggy Fonts, by Tristan Grimmer
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http://www.proggyfonts.net or http://upperbounds.net
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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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MONOSPACE FONTS (REGULAR)
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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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