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+.. _doc_gui_using_fonts:
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+
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+Using Fonts
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+===========
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+
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+Godot allows you to set specific fonts for different UI nodes.
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+
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+There are three different places where you can setup font usage.
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+The first is the theme editor. Choose the node you want to set the
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+font for and select the font tab. The second is in the inspector
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+for control nodes under **Theme Overrides > Fonts**. And lastly in
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+the inspector settings for themes under **Default Font**.
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+
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+Regardless of where you are creating the font the process is
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+the same. Click on the font setting you want to add a font to
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+and a dropdown will appear with two choices: **New Bitmap Font**
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+and **New Dynamic Font**.
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+
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+.. image:: img/new_font.png
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+
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+Bitmap fonts (``.fnt``) are a format created by `BMFont <http://www.angelcode.com/products/bmfont/>`__
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+(many BMFont compatible programs exist, like `BMGlyph <http://www.bmglyph.com/>`__).
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+If you are using a ``.fnt`` file do not select **New Bitmap Font**.
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+Instead, drag the file from the file system panel to the
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+font slot. Selecting the font after adding it to the font slot
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+gives you three settings that can be changed: **height**, **ascent**
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+and **distance field**. Distance field fonts were never reimplemented
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+for Godot 3 and do not work in that version.
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+
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+Dynamic Font supports the following formats:
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+- TrueType (``.ttf``)
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+- OpenType (``.otf``)
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+- Web Open Font Format 1 (``.woff``)
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+
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+If you are using one of these select **New Dynamic Font**.
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+Click on it to open its settings in the inspector. From here
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+open the **Font** settings and add your font file to the Font
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+Data slot. The dynamic font resource is now using the font
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+you selected.
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+
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+There are several options you can adjust. **Extra Spacing** options
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+control the spacing of characters. **Settings** control the general
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+settings of the font.
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+
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+.. image:: img/dynamic_font_options.png
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+
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+In addition, the font data has antialiasing and hinting settings you
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+can see if you click on it. If you want to adjust either of these
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+you need to make the font data resource unique, then save it to a
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+``.tres`` file. Adjusting the font file will not work because ``.ttf``/
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+``.otf``/ ``.woff`` files can't contain metadata about antialiasing
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+or hinting.
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+
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+If you want to use the same font again but with different settings,
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+such as a larger size or an outline, create another dynamic font
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+resource using the same font file, and make the adjustments that you
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+want.
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