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256 lines
10 KiB
Plaintext
256 lines
10 KiB
Plaintext
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The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer) that is used by default.
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We embed the 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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(Note: .OTF support in stb_truetype.h currently doesn't appear to load every font)
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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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Also read dear imgui FAQ in imgui.cpp!
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In this document:
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- Using Icons
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- Fonts Loading Instructions
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- FreeType rasterizer, Small font sizes
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- Building Custom Glyph Ranges
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- Remapping Codepoints
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- Embedding Fonts in Source Code
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- Credits/Licences for fonts included in this folder
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- Links, Other fonts
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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) is an easy and practical way to use icons in your 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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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:
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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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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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// Usage, e.g.
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ImGui::Button(ICON_FA_SEARCH " Search"); // C string literals can be concatenated at compilation time, this is the same as "A" "B" becoming "AB"
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ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
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See Links below for other icons fonts and related tools.
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---------------------------------------
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FONTS LOADING INSTRUCTIONS
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---------------------------------------
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Load default font with:
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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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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 = 3;
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config.OversampleV = 1;
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config.GlyphExtraSpacing.x = 1.0f;
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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If you have very large number of glyphs or multiple fonts:
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- Mind the fact that some graphics drivers have texture size limitation.
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- Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
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- Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
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- You may reduce oversampling, e.g. config.OversampleH = 1, this will largely reduce your textue size.
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- Reduce glyphs ranges, consider calculating them based on your source data if this is possible.
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Combine two fonts into one:
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// Load a first font
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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 for duration of font usage
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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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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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// Include full set of about 21000 CJK Unified Ideographs
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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
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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->GetGlyphRangesChinese());
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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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FREETYPE RASTERIZER, SMALL FONT SIZES
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---------------------------------------
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Dear Imgui uses stb_truetype.h to rasterize fonts (with optional oversampling).
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This technique and implementation are not ideal for fonts rendered at _small sizes_, which may appear a little blurry.
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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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---------------------------------------
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BUILDING CUSTOM GLYPH RANGES
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---------------------------------------
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You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
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For exemple: 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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ImFontAtlas::GlyphRangesBuilder 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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---------------------------------------
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REMAPPING CODEPOINTS
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---------------------------------------
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All your strings needs to use UTF-8 encoding. Specifying literal in your source code using a local code page (such as CP-923 for Japanese, or CP-1251 for Cyrillic) will NOT work!
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In C++11 you can encode a string literal in UTF-8 by using the u8"hello" syntax. Otherwise you can convert yourself to UTF-8 or load text data from file already saved as UTF-8.
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e.g.
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u8"hello"
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u8"こんにちは"
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You may also try to remap your local codepage characters to their Unicode codepoint using font->AddRemapChar(), but international users may have problems reading/editing your source code.
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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 optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays 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 THIS FOLDER
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---------------------------------------
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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 in ImGui: 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 in ImGui: 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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LINKS, OTHER FONTS
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---------------------------------------
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(Icons) Icon fonts
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https://fortawesome.github.io/Font-Awesome/
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https://github.com/SamBrishes/kenney-icon-font
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https://design.google.com/icons/
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You can use https://github.com/juliettef/IconFontCppHeaders for C/C++ header files with name #define to access icon codepoint in source code.
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(Icons) IcoMoon - Custom Icon font builder
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https://icomoon.io/app
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(Regular) Open Sans Fonts
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https://fonts.google.com/specimen/Open+Sans
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(Regular) Google Noto Fonts (worldwide languages)
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https://www.google.com/get/noto/
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(Monospace) Typefaces for source code beautification
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https://github.com/chrissimpkins/codeface
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(Monospace) Programmation fonts
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http://s9w.github.io/font_compare/
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(Monospace) Proggy Programming Fonts
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http://upperbounds.net
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(Monospace) Inconsolata
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http://www.levien.com/type/myfonts/inconsolata.html
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(Monospace) 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) Monospace/Fixed Width Programmer's Fonts
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http://www.lowing.org/fonts/
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(Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
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http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
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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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