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Docs: Moved misc/fonts/README.txt to docs/FONTS.txt. + tweaks
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ocornut committed Nov 25, 2019
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1 change: 1 addition & 0 deletions docs/CHANGELOG.txt
Original file line number Diff line number Diff line change
Expand Up @@ -86,6 +86,7 @@ Other Changes:
- Misc: Added IMGUI_DISABLE_FILE_FUNCTIONS/IMGUI_DISABLE_DEFAULT_FILE_FUNCTION to nullify or disable
default implementation of ImFileXXX functions linking with fopen/fclose/fread/fwrite. (#2734)
- Docs: Improved and moved FAQ to docs/FAQ.md so it can be readable on the web. [@ButternCream, @ocornut]
- Docs: Moved misc/fonts/README.txt to docs/FONTS.txt.
- Docs: Added permanent redirect from https://www.dearimgui.org/faq to FAQ page.
- Demo: Added simple item reordering demo in Widgets -> Drag and Drop section. (#2823, #143) [@rokups]
- Metrics: Show wire-frame mesh and approximate surface area when hovering ImDrawCmd. [@ShironekoBen]
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8 changes: 4 additions & 4 deletions docs/FAQ.md
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Expand Up @@ -436,7 +436,7 @@ Default is ProggyClean.ttf, monospace, rendered at size 13, embedded in dear img
(Tip: monospace fonts are convenient because they allow to facilitate horizontal alignment directly at the string level.)
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about font loading.)
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about font loading.)
New programmers: remember that in C/C++ and most programming languages if you want to use a
backslash \ within a string literal, you need to write it double backslash "\\":
Expand All @@ -453,15 +453,15 @@ io.Fonts->AddFontFromFileTTF("MyFolder/MyFont.ttf", size); // ALSO CORRECT
The most convenient and practical way is to merge an icon font such as FontAwesome inside you
main font. Then you can refer to icons within your strings.
You may want to see ImFontConfig::GlyphMinAdvanceX to make your icon look monospace to facilitate alignment.
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file for more details about icons font loading.)
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file for more details about icons font loading.)
With some extra effort, you may use colorful icon by registering custom rectangle space inside the font atlas,
and copying your own graphics data into it. See misc/fonts/README.txt about using the AddCustomRectFontGlyph API.
and copying your own graphics data into it. See docs/FONTS.txt about using the AddCustomRectFontGlyph API.

---

### Q: How can I load multiple fonts?
Use the font atlas to pack them into a single texture:
(Read the [misc/fonts/README.txt](https://github.com/ocornut/imgui/blob/master/misc/fonts/README.txt) file and the code in ImFontAtlas for more details.)
(Read the [docs/FONTS.txt](https://github.com/ocornut/imgui/blob/master/docs/FONTS.txt) file and the code in ImFontAtlas for more details.)

```cpp
ImGuiIO& io = ImGui::GetIO();
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151 changes: 83 additions & 68 deletions misc/fonts/README.txt → docs/FONTS.txt
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@@ -1,8 +1,9 @@
----------------------------------------------------------------------
dear imgui, v1.74 WIP
----------------------------------------------------------------------
misc/fonts/README.txt
docs/FONTS.txt
This is the Readme dedicated to fonts.
Also read https://www.dearimgui.org/faq for more ideas.
----------------------------------------------------------------------

The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
Expand All @@ -12,7 +13,6 @@ We embed it font in source code so you can use Dear ImGui without any file syste
You may also load external .TTF/.OTF files.
The files in this folder are suggested fonts, provided as a convenience.

Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
Please read the FAQ: https://www.dearimgui.org/faq
Please use the Discord server: http://discord.dearimgui.org and not the Github issue tracker for basic font loading questions.

Expand All @@ -22,13 +22,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i
---------------------------------------

- Readme First / FAQ
- Using Icons
- Fonts Loading Instructions
- FreeType rasterizer, Small font sizes
- Using Icons
- Using FreeType rasterizer
- Building Custom Glyph Ranges
- Using custom colorful icons
- Embedding Fonts in Source Code
- Credits/Licences for fonts included in this folder
- Credits/Licences for fonts included in repository
- Fonts Links


Expand All @@ -38,52 +38,13 @@ Please use the Discord server: http://discord.dearimgui.org and not the Github i

- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
and understand what's going on if you have an issue.
- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
- Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
- Make sure your font ranges data are persistent and available at the time the font atlas is being built.
- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".


---------------------------------------
USING ICONS
---------------------------------------

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.
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 Setup:

// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();

ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);

Example Usage:

// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"

See Links below for other icons fonts and related tools.
Read FAQ for details.


---------------------------------------
Expand All @@ -97,6 +58,11 @@ Load default font:

Load .TTF/.OTF file with:

ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);

Load multiple fonts:

ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
Expand All @@ -115,23 +81,6 @@ For advanced options create a ImFontConfig structure and pass it to the AddFont
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);

Read about oversampling here:
https://github.com/nothings/stb/blob/master/tests/oversample

If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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.
Mind the fact that some graphics drivers have texture size limitation.
If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:

- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.

Combine two fonts into one:

// Load a first font
Expand All @@ -147,6 +96,25 @@ Combine two fonts into one:
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
io.Fonts->Build();

Font atlas is too large?

- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
- 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.
- Mind the fact that some graphics drivers have texture size limitation.
- If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.

Some solutions:

- 1) Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
- 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
- 3) Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
- 4) Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
- Read about oversampling here: https://github.com/nothings/stb/blob/master/tests/oversample


Add a fourth parameter to bake specific font ranges only:

// Basic Latin, Extended Latin
Expand All @@ -165,6 +133,49 @@ Offset font vertically by altering the io.Font->DisplayOffset value:
font->DisplayOffset.y = 1; // Render 1 pixel down


---------------------------------------
USING ICONS
---------------------------------------

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.
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

Those files contains a bunch of named #define which you can use to refer to specific icons of the font, e.g.:

#define ICON_FA_MUSIC "\xef\x80\x81"
#define ICON_FA_SEARCH "\xef\x80\x82"

Example Setup:

// Merge icons into default tool font
#include "IconsFontAwesome.h"
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();

ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, &config, icon_ranges);

Example Usage:

// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");

Important to understand: C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"

See Links below for other icons fonts and related tools.


---------------------------------------
FREETYPE RASTERIZER, SMALL FONT SIZES
---------------------------------------
Expand Down Expand Up @@ -258,9 +269,11 @@ or:


---------------------------------------
CREDITS/LICENSES FOR FONTS INCLUDED IN THIS FOLDER
CREDITS/LICENSES FOR FONTS INCLUDED IN REPOSITORY
---------------------------------------

Some fonts are available in the misc/fonts/ folder:

Roboto-Medium.ttf

Apache License 2.0
Expand Down Expand Up @@ -333,15 +346,17 @@ REGULAR FONTS
(Japanese) M+ fonts by Coji Morishita are free
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html

MONOSPACE FONTS
MONOSPACE FONTS (PIXEL PERFECT)

(Pixel Perfect) Proggy Fonts, by Tristan Grimmer
Proggy Fonts, by Tristan Grimmer
http://www.proggyfonts.net or http://upperbounds.net

(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
https://github.com/kmar/Sweet16Font
Also include .inl file to use directly in dear imgui.

MONOSPACE FONTS (REGULAR)

Google Noto Mono Fonts
https://www.google.com/get/noto/

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2 changes: 1 addition & 1 deletion examples/example_allegro5/main.cpp
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Expand Up @@ -40,7 +40,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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2 changes: 1 addition & 1 deletion examples/example_apple_opengl2/main.mm
Original file line number Diff line number Diff line change
Expand Up @@ -253,7 +253,7 @@ -(void)applicationDidFinishLaunching:(NSNotification *)aNotification
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
Expand Down
2 changes: 1 addition & 1 deletion examples/example_emscripten/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -81,7 +81,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
Expand Down
2 changes: 1 addition & 1 deletion examples/example_glfw_metal/main.mm
Original file line number Diff line number Diff line change
Expand Up @@ -38,7 +38,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
Expand Down
2 changes: 1 addition & 1 deletion examples/example_glfw_opengl2/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -59,7 +59,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
Expand Down
2 changes: 1 addition & 1 deletion examples/example_glfw_opengl3/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -103,7 +103,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
Expand Down
2 changes: 1 addition & 1 deletion examples/example_glfw_vulkan/main.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -400,7 +400,7 @@ int main(int, char**)
// - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple.
// - If the file cannot be loaded, the function will return NULL. Please handle those errors in your application (e.g. use an assertion, or display an error and quit).
// - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call.
// - Read 'misc/fonts/README.txt' for more instructions and details.
// - Read 'docs/FONTS.txt' for more instructions and details.
// - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ !
//io.Fonts->AddFontDefault();
//io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
Expand Down
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