mirror of
https://github.com/Drezil/imgui.git
synced 2024-12-22 15:46:35 +00:00
255 lines
10 KiB
Plaintext
255 lines
10 KiB
Plaintext
|
|
The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer) that is used by default.
|
|
We embed the font in source code so you can use Dear ImGui without any file system access.
|
|
You may also load external .TTF/.OTF files.
|
|
The files in this folder are suggested fonts, provided as a convenience.
|
|
(Note: .OTF support in stb_truetype.h currently doesn't appear to load every font)
|
|
|
|
Fonts are rasterized in a single texture at the time of calling either of io.Fonts.GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
|
|
Also read dear imgui FAQ in imgui.cpp!
|
|
|
|
In this document:
|
|
|
|
- Using Icons
|
|
- Fonts Loading Instructions
|
|
- FreeType rasterizer, Small font sizes
|
|
- Building Custom Glyph Ranges
|
|
- Remapping Codepoints
|
|
- Embedding Fonts in Source Code
|
|
- Credits/Licences for fonts included in this folder
|
|
- Links, Other fonts
|
|
|
|
|
|
---------------------------------------
|
|
USING ICONS
|
|
---------------------------------------
|
|
|
|
Using an icon font (such as FontAwesome: http://fontawesome.io) is an easy and practical way to use icons in your ImGui application.
|
|
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.
|
|
|
|
To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
|
|
https://github.com/juliettef/IconFontCppHeaders
|
|
|
|
The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u
|
|
#define ICON_FA_SEARCH u8"\uf002"
|
|
The pre-C++11 version has the values directly encoded as utf-8:
|
|
#define ICON_FA_SEARCH "\xEF\x80\x82"
|
|
|
|
Example:
|
|
|
|
// Merge icons into default tool font
|
|
#include "IconsFontAwesome.h"
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.Fonts->AddFontDefault();
|
|
|
|
ImFontConfig config;
|
|
config.MergeMode = true;
|
|
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
|
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);
|
|
|
|
// Usage, e.g.
|
|
ImGui::Text("%s Search", ICON_FA_SEARCH);
|
|
|
|
See Links below for other icons fonts and related tools.
|
|
|
|
|
|
---------------------------------------
|
|
FONTS LOADING INSTRUCTIONS
|
|
---------------------------------------
|
|
|
|
Load default font with:
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.Fonts->AddFontDefault();
|
|
|
|
Load .TTF/.OTF file with:
|
|
|
|
ImGuiIO& io = ImGui::GetIO();
|
|
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
|
|
|
For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally)
|
|
|
|
ImFontConfig config;
|
|
config.OversampleH = 3;
|
|
config.OversampleV = 1;
|
|
config.GlyphExtraSpacing.x = 1.0f;
|
|
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
|
|
|
|
If you have very large number of glyphs or multiple fonts:
|
|
|
|
- Mind the fact that some graphics drivers have texture size limitation.
|
|
- Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
|
|
- Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
|
|
- You may reduce oversampling, e.g. config.OversampleH = 1, this will largely reduce your textue size.
|
|
- Reduce glyphs ranges, consider calculating them based on your source data if this is possible.
|
|
|
|
Combine two fonts into one:
|
|
|
|
// Load a first font
|
|
io.Fonts->AddFontDefault();
|
|
|
|
// Add character ranges and merge into the previous font
|
|
// The ranges array is not copied by the AddFont* functions and is used lazily
|
|
// so ensure it is available for duration of font usage
|
|
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // will not be copied by AddFont* so keep in scope.
|
|
ImFontConfig config;
|
|
config.MergeMode = true;
|
|
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese());
|
|
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
|
|
|
|
Add a fourth parameter to bake specific font ranges only:
|
|
|
|
// Basic Latin, Extended Latin
|
|
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
|
|
|
|
// Include full set of about 21000 CJK Unified Ideographs
|
|
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
|
|
|
|
// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
|
|
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChinese());
|
|
|
|
Offset font vertically by altering the io.Font->DisplayOffset value:
|
|
|
|
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
|
|
font->DisplayOffset.y = 1; // Render 1 pixel down
|
|
|
|
|
|
---------------------------------------
|
|
FREETYPE RASTERIZER, SMALL FONT SIZES
|
|
---------------------------------------
|
|
|
|
Dear Imgui uses stb_truetype.h to rasterize fonts (with optional oversampling).
|
|
This technique and implementation are not ideal for fonts rendered at _small sizes_, which may appear a little blurry.
|
|
There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
|
|
|
|
FreeType supports auto-hinting which tends to improve the readability of small fonts.
|
|
Note that this code currently creates textures that are unoptimally too large (could be fixed with some work)
|
|
|
|
|
|
---------------------------------------
|
|
BUILDING CUSTOM GLYPH RANGES
|
|
---------------------------------------
|
|
|
|
You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
|
|
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.
|
|
|
|
ImVector<ImWchar> ranges;
|
|
ImFontAtlas::GlyphRangesBuilder builder;
|
|
builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
|
|
builder.AddChar(0x7262); // Add a specific character
|
|
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
|
|
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
|
|
io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
|
|
|
|
|
|
---------------------------------------
|
|
REMAPPING CODEPOINTS
|
|
---------------------------------------
|
|
|
|
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!
|
|
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.
|
|
e.g.
|
|
u8"hello"
|
|
u8"こんにちは"
|
|
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.
|
|
|
|
|
|
---------------------------------------
|
|
EMBEDDING FONTS IN SOURCE CODE
|
|
---------------------------------------
|
|
|
|
Compile and use 'binary_to_compressed_c.cpp' to create a compressed C style array that you can embed in source code.
|
|
See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.
|
|
You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
|
|
The tool optionally used Base85 encoding to reduce the size of _source code_ but the read-only arrays will be about 20% bigger.
|
|
|
|
Then load the font with:
|
|
|
|
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
|
|
|
Or
|
|
|
|
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
|
|
|
|
|
---------------------------------------
|
|
CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
|
|
---------------------------------------
|
|
|
|
Roboto-Medium.ttf
|
|
Apache License 2.0
|
|
by Christian Robertson
|
|
https://fonts.google.com/specimen/Roboto
|
|
|
|
Cousine-Regular.ttf
|
|
by Steve Matteson
|
|
Digitized data copyright (c) 2010 Google Corporation.
|
|
Licensed under the SIL Open Font License, Version 1.1
|
|
https://fonts.google.com/specimen/Cousine
|
|
|
|
DroidSans.ttf
|
|
Copyright (c) Steve Matteson
|
|
Apache License, version 2.0
|
|
https://www.fontsquirrel.com/fonts/droid-sans
|
|
|
|
ProggyClean.ttf
|
|
Copyright (c) 2004, 2005 Tristan Grimmer
|
|
MIT License
|
|
recommended loading setting in ImGui: Size = 13.0, DisplayOffset.Y = +1
|
|
http://www.proggyfonts.net/
|
|
|
|
ProggyTiny.ttf
|
|
Copyright (c) 2004, 2005 Tristan Grimmer
|
|
MIT License
|
|
recommended loading setting in ImGui: Size = 10.0, DisplayOffset.Y = +1
|
|
http://www.proggyfonts.net/
|
|
|
|
Karla-Regular.ttf
|
|
Copyright (c) 2012, Jonathan Pinhorn
|
|
SIL OPEN FONT LICENSE Version 1.1
|
|
|
|
|
|
---------------------------------------
|
|
LINKS, OTHER FONTS
|
|
---------------------------------------
|
|
|
|
(Icons) Icon fonts
|
|
https://fortawesome.github.io/Font-Awesome/
|
|
https://github.com/SamBrishes/kenney-icon-font
|
|
https://design.google.com/icons/
|
|
You can use https://github.com/juliettef/IconFontCppHeaders for C/C++ header files with name #define to access icon codepoint in source code.
|
|
|
|
(Icons) IcoMoon - Custom Icon font builder
|
|
https://icomoon.io/app
|
|
|
|
(Regular) Open Sans Fonts
|
|
https://fonts.google.com/specimen/Open+Sans
|
|
|
|
(Regular) Google Noto Fonts (worldwide languages)
|
|
https://www.google.com/get/noto/
|
|
|
|
(Monospace) Typefaces for source code beautification
|
|
https://github.com/chrissimpkins/codeface
|
|
|
|
(Monospace) Programmation fonts
|
|
http://s9w.github.io/font_compare/
|
|
|
|
(Monospace) Proggy Programming Fonts
|
|
http://upperbounds.net
|
|
|
|
(Monospace) Inconsolata
|
|
http://www.levien.com/type/myfonts/inconsolata.html
|
|
|
|
(Monospace) Adobe Source Code Pro: Monospaced font family for user interface and coding environments
|
|
https://github.com/adobe-fonts/source-code-pro
|
|
|
|
(Monospace) Monospace/Fixed Width Programmer's Fonts
|
|
http://www.lowing.org/fonts/
|
|
|
|
(Japanese) M+ fonts by Coji Morishita are free and include most useful Kanjis you would need.
|
|
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
|
|
|
|
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
|
|
|