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[Qt] Initial Imgui integration
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282
third_party/imgui/docs/FONTS.md
vendored
282
third_party/imgui/docs/FONTS.md
vendored
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@ -5,51 +5,74 @@ _(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/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 in the source code so you can use Dear ImGui without any file system access. ProggyClean does not scale smoothly, therefore it is recommended that you load your own file when using Dear ImGui in an application aiming to look nice and wanting to support multiple resolutions.
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You may also load external .TTF/.OTF files.
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You may also load external .TTF/.OTF files.
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In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) folder you can find a few suggested fonts, provided as a convenience.
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**Also read the FAQ:** https://www.dearimgui.org/faq (there is a Fonts section!)
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**Also read the FAQ:** https://www.dearimgui.com/faq (there is a Fonts section!)
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## Index
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- [Readme First](#readme-first)
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- [Troubleshooting](#troubleshooting)
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- [How should I handle DPI in my application?](#how-should-i-handle-dpi-in-my-application)
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- [Fonts Loading Instructions](#font-loading-instructions)
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- [Using Icons](#using-icons)
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- [Using FreeType Rasterizer](#using-freetype-rasterizer)
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- [Fonts Loading Instructions](#fonts-loading-instructions)
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- [Loading Font Data from Memory](#loading-font-data-from-memory)
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- [Loading Font Data Embedded In Source Code](#loading-font-data-embedded-in-source-code)
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- [Using Icon Fonts](#using-icon-fonts)
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- [Using FreeType Rasterizer (imgui_freetype)](#using-freetype-rasterizer-imgui_freetype)
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- [Using Colorful Glyphs/Emojis](#using-colorful-glyphsemojis)
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- [Using Custom Glyph Ranges](#using-custom-glyph-ranges)
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- [Using Custom Colorful Icons](#using-custom-colorful-icons)
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- [Using Font Data Embedded In Source Code](#using-font-data-embedded-in-source-code)
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- [About filenames](#about-filenames)
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- [About Filenames](#about-filenames)
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- [About UTF-8 Encoding](#about-utf-8-encoding)
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- [Debug Tools](#debug-tools)
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- [Credits/Licenses For Fonts Included In Repository](#creditslicenses-for-fonts-included-in-repository)
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- [Font Links](#font-links)
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---------------------------------------
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## Readme First
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- All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas.
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## Troubleshooting
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- 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. You can also reach it in `Demo->Tools->Style Editor->Fonts`:
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**A vast majority of font and text related issues encountered comes from 4 things:**
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### (1) Invalid filename due to use of `\` or unexpected working directory.
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- Make sure your font ranges data are persistent (available during the calls to `GetTexDataAsAlpha8()`/`GetTexDataAsRGBA32()/`Build()`.
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See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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```cpp
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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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### (2) Invalid UTF-8 encoding of your non-ASCII strings.
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See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm encoding of string literal in your source code is correct.
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### (3) Missing glyph ranges.
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You need to load a font with explicit glyph ranges if you want to use non-ASCII characters. See [Fonts Loading Instructions](#fonts-loading-instructions). Use [Debug Tools](#debug-tools) confirm loaded fonts and loaded glyph ranges.
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This is a current constraint of Dear ImGui (which we will lift in the future): when loading a font you need to specify which characters glyphs to load.
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All loaded fonts glyphs are rendered into a single texture atlas ahead of time. Calling either of `io.Fonts->GetTexDataAsAlpha8()`, `io.Fonts->GetTexDataAsRGBA32()` or `io.Fonts->Build()` will build the atlas. This is generally called by the Renderer backend, e.g. `ImGui_ImplDX11_NewFrame()` calls it. **If you use custom glyphs ranges, make sure the array is persistent** and available during the calls to `GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build()`.
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### (4) Font atlas texture fails to upload to GPU.
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This is often of byproduct of point 3. If you have 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 glyph or everything appears as empty black or white rectangle.** 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.
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Some solutions:
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- You may reduce oversampling, e.g. `font_config.OversampleH = 1`, this will half your texture size for a quality looss.
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Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
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- Reduce glyphs ranges by calculating them from source localization data.
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You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
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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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- Set `io.Fonts.TexDesiredWidth` to specify a texture width to reduce maximum texture height (see comment in `ImFontAtlas::Build()` function).
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##### [Return to Index](#index)
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---------------------------------------
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## How should I handle DPI in my application?
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See [FAQ entry](https://github.com/ocornut/imgui/blob/master/docs/FAQ.md#q-how-should-i-handle-dpi-in-my-application).
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##### [Return to Index](#index)
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---------------------------------------
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## Font Loading Instructions
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## Fonts Loading Instructions
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**Load default font:**
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```cpp
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@ -57,14 +80,12 @@ 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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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
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```
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If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read "[About filenames](#about-filenames)" carefully.
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If you get an assert stating "Could not load font file!", your font filename is likely incorrect. Read [About filenames](#about-filenames) carefully.
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**Load multiple fonts:**
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```cpp
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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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```
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In your application loop, select which font to use:
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```cpp
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// In application loop: 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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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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```
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**Combine multiple fonts into one:**
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```cpp
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// Load a first font
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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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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, 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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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, 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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io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
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```
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See [Using Custom Glyph Ranges](#using-custom-glyph-ranges) section to create your own ranges.
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**Example loading and using a Japanese font:**
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```cpp
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ImGuiIO& io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, NULL, io.Fonts->GetGlyphRangesJapanese());
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io.Fonts->AddFontFromFileTTF("NotoSansCJKjp-Medium.otf", 20.0f, nullptr, io.Fonts->GetGlyphRangesJapanese());
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```
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```cpp
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ImGui::Text(u8"こんにちは!テスト %d", 123);
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<br>_(settings: Dark style (left), Light style (right) / Font: NotoSansCJKjp-Medium, 20px / Rounding: 5)_
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**Font Atlas too large?**
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##### [Return to Index](#index)
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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. The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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- 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.
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---------------------------------------
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Some solutions:
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## Loading Font Data from Memory
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1. Reduce glyphs ranges by calculating them from source localization data.
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You can use the `ImFontGlyphRangesBuilder` for this purpose and rebuilding your atlas between frames when new characters are needed. This will be the biggest win!
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2. You may reduce oversampling, e.g. `font_config.OversampleH = 2`, this will largely reduce your texture size.
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Note that while OversampleH = 2 looks visibly very close to 3 in most situations, with OversampleH = 1 the quality drop will be noticeable.
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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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5. Read about oversampling [here](https://github.com/nothings/stb/blob/master/tests/oversample).
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6. To support the extended range of unicode beyond 0xFFFF (e.g. emoticons, dingbats, symbols, shapes, ancient languages, etc...) add `#define IMGUI_USE_WCHAR32`in your `imconfig.h`.
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```cpp
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ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, ...);
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```
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IMPORTANT: `AddFontFromMemoryTTF()` by default transfer ownership of the data buffer to the font atlas, which will attempt to free it on destruction.
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This was to avoid an unnecessary copy, and is perhaps not a good API (a future version will redesign it).
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If you want to keep ownership of the data and free it yourself, you need to clear the `FontDataOwnedByAtlas` field:
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```cpp
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ImFontConfig font_cfg;
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font_cfg.FontDataOwnedByAtlas = false;
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ImFont* font = io.Fonts->AddFontFromMemoryTTF(data, data_size, size_pixels, &font_cfg);
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```
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##### [Return to Index](#index)
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## Using Icons
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---------------------------------------
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## Loading Font Data Embedded In Source Code
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- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/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](https://github.com/ocornut/imgui/blob/master/misc/fonts/binary_to_compressed_c.cpp) for instructions on how to use the tool.
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- You may find a precompiled version binary_to_compressed_c.exe for Windows inside the demo binaries package (see [README](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
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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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```cpp
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ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
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```
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or
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```cpp
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ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
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```
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##### [Return to Index](#index)
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---------------------------------------
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## Using Icon Fonts
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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: https://github.com/juliettef/IconFontCppHeaders.
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So you can use `ICON_FA_SEARCH` as a string that will render as a "Search" icon.
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Example Setup:
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```
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See Links below for other icons fonts and related tools.
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**Monospace Icons?**
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To make your icon look more monospace and facilitate alignment, you may want to set the ImFontConfig::GlyphMinAdvanceX value when loading an icon font.
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**Screenshot**
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Here's an application using icons ("Avoyd", https://www.avoyd.com):
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##### [Return to Index](#index)
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## Using FreeType Rasterizer
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---------------------------------------
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## Using FreeType Rasterizer (imgui_freetype)
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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/](https://github.com/ocornut/imgui/tree/master/misc/freetype) folder.
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##### [Return to Index](#index)
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---------------------------------------
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## Using Colorful Glyphs/Emojis
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- Rendering of colored emojis is supported by imgui_freetype with FreeType 2.10+.
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- You will need to load fonts with the `ImGuiFreeTypeBuilderFlags_LoadColor` flag.
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- Emojis are frequently encoded in upper Unicode layers (character codes >0x10000) and will need dear imgui compiled with `IMGUI_USE_WCHAR32`.
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- Not all types of color fonts are supported by FreeType at the moment.
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- Stateful Unicode features such as skin tone modifiers are not supported by the text renderer.
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```cpp
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io.Fonts->AddFontFromFileTTF("../../../imgui_dev/data/fonts/NotoSans-Regular.ttf", 16.0f);
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static ImWchar ranges[] = { 0x1, 0x1FFFF, 0 };
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static ImFontConfig cfg;
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cfg.OversampleH = cfg.OversampleV = 1;
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cfg.MergeMode = true;
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cfg.FontBuilderFlags |= ImGuiFreeTypeBuilderFlags_LoadColor;
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io.Fonts->AddFontFromFileTTF("C:\\Windows\\Fonts\\seguiemj.ttf", 16.0f, &cfg, ranges);
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```
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##### [Return to Index](#index)
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---------------------------------------
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## Using 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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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->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, 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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##### [Return to Index](#index)
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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 backend)**
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As an alternative to rendering colorful glyphs using imgui_freetype with `ImGuiFreeTypeBuilderFlags_LoadColor`, you may allocate your own space in the texture atlas and write yourself into it. **(This is a BETA api, use if you are familiar with dear imgui and with your rendering backend)**
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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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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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unsigned char* tex_pixels = nullptr;
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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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int rect_id = rect_ids[rect_n];
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if (const ImFontAtlasCustomRect* 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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@ -266,46 +347,89 @@ for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
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##### [Return to Index](#index)
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## Using Font Data Embedded In Source Code
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---------------------------------------
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- Compile and use [binary_to_compressed_c.cpp](https://github.com/ocornut/imgui/blob/master/misc/fonts/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](https://github.com/ocornut/imgui/blob/master/misc/fonts/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](https://github.com/ocornut/imgui/blob/master/docs/README.md)).
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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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||||
## About Filenames
|
||||
|
||||
Then load the font with:
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
|
||||
```
|
||||
or
|
||||
```cpp
|
||||
ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
|
||||
```
|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
## About filenames
|
||||
|
||||
**Please note that many new C/C++ users have issues their files _because the filename they provide is wrong_.**
|
||||
**Please note that many new C/C++ users have issues loading their files _because the filename they provide is wrong_ due to incorrect assumption of what is the current directory.**
|
||||
|
||||
Two things to watch for:
|
||||
- Make sure your IDE/debugger settings starts your executable from the right working directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it oftens start from the folder where object or executable files are stored.
|
||||
```cpp
|
||||
// Relative filename depends on your Working Directory when running your program!
|
||||
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...);
|
||||
|
||||
// Load from the parent folder of your Working Directory
|
||||
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...);
|
||||
```
|
||||
- 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 `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
|
||||
(1) 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 `\\`. At it happens, Windows uses backslashes as a path separator, so be mindful.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
|
||||
io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
|
||||
```
|
||||
In some situations, you may also use `/` path separator under Windows.
|
||||
|
||||
(2) Make sure your IDE/debugger settings starts your executable from the right working (current) directory. In Visual Studio you can change your working directory in project `Properties > General > Debugging > Working Directory`. People assume that their execution will start from the root folder of the project, where by default it often starts from the folder where object or executable files are stored.
|
||||
```cpp
|
||||
io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
|
||||
io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
|
||||
```
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## About UTF-8 Encoding
|
||||
|
||||
**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
|
||||
|
||||
(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
|
||||
This is a convenient way to confirm that your encoding is correct.
|
||||
|
||||
```cpp
|
||||
ImGui::SeparatorText("CORRECT");
|
||||
ImGui::DebugTextEncoding(u8"こんにちは");
|
||||
|
||||
ImGui::SeparatorText("INCORRECT");
|
||||
ImGui::DebugTextEncoding("こんにちは");
|
||||
```
|
||||

|
||||
|
||||
You can also find this tool under `Metrics/Debuggers->Tools->UTF-8 Encoding viewer` if you want to paste from clipboard, but this won't validate the UTF-8 encoding done by your compiler.
|
||||
|
||||
(2) To encode in UTF-8:
|
||||
|
||||
There are also compiler-specific ways to enforce UTF-8 encoding by default:
|
||||
|
||||
- Visual Studio compiler: `/utf-8` command-line flag.
|
||||
- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
|
||||
- Since May 2023 we have changed the Visual Studio projects of all our examples to use `/utf-8` ([see commit](https://github.com/ocornut/imgui/commit/513af1efc9080857bbd10000d98f98f2a0c96803)).
|
||||
|
||||
Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
|
||||
```cpp
|
||||
ImGui::Text(u8"hello");
|
||||
ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
|
||||
ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
|
||||
```
|
||||
|
||||
Since C++20, because the C++ committee hate its users, they decided to change the `u8""` syntax to not return `const char*` but a new type `const char8_t*` which doesn't cast to `const char*`.
|
||||
Because of type usage of `u8""` in C++20 is a little more tedious:
|
||||
```cpp
|
||||
ImGui::Text((const char*)u8"こんにちは");
|
||||
```
|
||||
However, you can disable this behavior completely using the compiler option [`/Zc:char8_t-`](https://learn.microsoft.com/en-us/cpp/build/reference/zc-char8-t?view=msvc-170) for MSVC and [`-fno-char8_t`](https://www.open-std.org/jtc1/sc22/wg21/docs/papers/2019/p1423r3.html) for Clang and GCC.
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Debug Tools
|
||||
|
||||
#### Metrics/Debugger->Fonts
|
||||
You can use the `Metrics/Debugger` window (available in `Demo>Tools`) to browse your fonts and understand what's going on if you have an issue. You can also reach it in `Demo->Tools->Style Editor->Fonts`. The same information are also available in the Style Editor under Fonts.
|
||||
|
||||

|
||||
|
||||
#### UTF-8 Encoding Viewer**
|
||||
You can use the `UTF-8 Encoding viewer` in `Metrics/Debugger` to verify the content of your UTF-8 strings. From C/C++ code, you can call `ImGui::DebugTextEncoding("my string");` function to verify that your UTF-8 encoding is correct.
|
||||
|
||||

|
||||
|
||||
##### [Return to Index](#index)
|
||||
|
||||
---------------------------------------
|
||||
|
||||
## Credits/Licenses For Fonts Included In Repository
|
||||
|
||||
Some fonts files are available in the `misc/fonts/` folder:
|
||||
|
@ -315,7 +439,7 @@ Some fonts files are available in the `misc/fonts/` folder:
|
|||
<br>https://fonts.google.com/specimen/Roboto
|
||||
|
||||
**Cousine-Regular.ttf**, by Steve Matteson
|
||||
<br>Digitized data copyright (c) 2010 Google Corporation.
|
||||
<br>Digitized data copyright (c) 2010 Google Corporation.
|
||||
<br>Licensed under the SIL Open Font License, Version 1.1
|
||||
<br>https://fonts.google.com/specimen/Cousine
|
||||
|
||||
|
@ -358,7 +482,7 @@ Some fonts files are available in the `misc/fonts/` folder:
|
|||
#### MONOSPACE FONTS
|
||||
|
||||
Pixel Perfect:
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperbounds.net
|
||||
- Proggy Fonts, by Tristan Grimmer http://www.proggyfonts.net or http://upperboundsinteractive.com/fonts.php
|
||||
- Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A) https://github.com/kmar/Sweet16Font (also include an .inl file to use directly in dear imgui.)
|
||||
|
||||
Regular:
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue