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@@ -32,259 +32,279 @@ If you have other loading/merging/adding fonts, you can post on the Dear ImGui "
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README FIRST / FAQ
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- - You can use the style editor ImGui::ShowStyleEditor() to browse your fonts and understand what's going on if you have an issue.
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- - Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
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- - Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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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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- - If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
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- - Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions.
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+- You can use the style editor ImGui::ShowStyleEditor() to browse your fonts and understand what's going on if you have an issue.
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+- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
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+- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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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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+- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename".
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+- Please use the Discourse forum (https://discourse.dearimgui.org) and not the Github issue tracker for basic font loading questions.
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USING ICONS
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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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+Using an icon font (such as FontAwesome: http://fontawesome.io or OpenFontIcons. https://github.com/traverseda/OpenFontIcons)
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+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
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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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+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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+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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+Example Setup:
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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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+ // 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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- config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
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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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+ ImFontConfig config;
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+ config.MergeMode = true;
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+ config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
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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");
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- // C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
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- // ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
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+Example Usage:
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- // Usage, e.g.
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- ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
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+ // Usage, e.g.
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+ ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
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+ ImGui::Button(ICON_FA_SEARCH " Search");
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+ // C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
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+ // ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
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- See Links below for other icons fonts and related tools.
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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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- Load default font:
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+Load default font:
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- ImGuiIO& io = ImGui::GetIO();
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- io.Fonts->AddFontDefault();
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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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+Load .TTF/.OTF file with:
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- ImGuiIO& io = ImGui::GetIO();
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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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+ ImGuiIO& io = ImGui::GetIO();
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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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- // 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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-
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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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- ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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-
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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.
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- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
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- set OversampleH/OversampleV to 1 and use a small font size.
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- Mind the fact that some graphics drivers have texture size limitation.
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- 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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-
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- - 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose,
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- this will be the biggest win.
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- - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
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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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-
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- Combine two fonts into one:
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-
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- // Load a first font
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- ImFont* font = io.Fonts->AddFontDefault();
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-
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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 at the time of building or calling GetTexDataAsRGBA32().
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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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- io.Fonts->Build();
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-
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- Add a fourth parameter to bake specific font ranges only:
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-
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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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+ // 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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+
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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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+ ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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+
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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.
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+The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
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+In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you
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+set OversampleH/OversampleV to 1 and use a small font size.
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+Mind the fact that some graphics drivers have texture size limitation.
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+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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+
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+ - 1) Reduce glyphs ranges by calculating them from source localization data. You can use ImFont::GlyphRangesBuilder for this purpose,
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+ this will be the biggest win.
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+ - 2) You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
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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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+
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+Combine two fonts into one:
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+
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+ // Load a first font
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+ ImFont* font = io.Fonts->AddFontDefault();
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+
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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 at the time of building or calling GetTexDataAsRGBA32().
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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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+ io.Fonts->Build();
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+
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+Add a fourth parameter to bake specific font ranges only:
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+
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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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- // 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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+ // 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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- // 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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+ // 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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- See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
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- Offset font vertically by altering the io.Font->DisplayOffset value:
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+See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
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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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+ 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 imstb_truetype.h to rasterize fonts (with optional oversampling).
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- This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
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- little blurry or hard to read.
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+Dear ImGui uses imstb_truetype.h to rasterize fonts (with optional oversampling).
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+This technique and its implementation are not ideal for fonts rendered at _small sizes_, which may appear a
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+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/ folder.
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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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- Also note that correct sRGB space blending will have an important effect on your font rendering quality.
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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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+Also note that correct sRGB space blending will have an important effect on your font rendering quality.
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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 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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+You can use the ImFontAtlas::GlyphRangesBuilder helper to create glyph ranges based on text input.
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+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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- 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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+ 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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- io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
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+ io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, 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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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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+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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+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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+Roboto-Medium.ttf
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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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+ 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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- 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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+Cousine-Regular.ttf
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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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+ 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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- 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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+DroidSans.ttf
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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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+ 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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+
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+ProggyClean.ttf
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+
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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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+
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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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+
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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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+ FONTS LINKS
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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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+ICON FONTS
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- (Icons) IcoMoon - Custom Icon font builder
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- https://icomoon.io/app
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+ C/C++ header for icon fonts (#define with code points to use in source code string literals)
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+ https://github.com/juliettef/IconFontCppHeaders
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- (Pixel perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
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- https://github.com/kmar/Sweet16Font
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- Also include .inl file to use directly in dear imgui.
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+ FontAwesome
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+ https://fortawesome.github.io/Font-Awesome
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- (Regular) Open Sans Fonts
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- https://fonts.google.com/specimen/Open+Sans
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+ OpenFontIcons
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+ https://github.com/traverseda/OpenFontIcons
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- (Regular) Google Noto Fonts (worldwide languages)
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- https://www.google.com/get/noto/
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+ Google Icon Fonts
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+ https://design.google.com/icons/
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+
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+ Kenney Icon Font (Game Controller Icons)
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+ https://github.com/nicodinh/kenney-icon-font
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- (Monospace) Typefaces for source code beautification
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- https://github.com/chrissimpkins/codeface
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+ IcoMoon - Custom Icon font builder
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+ https://icomoon.io/app
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- (Monospace) Programmation fonts
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- http://s9w.github.io/font_compare/
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+REGULAR FONTS
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- (Monospace) Proggy Programming Fonts
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- http://upperbounds.net
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-
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- (Monospace) Inconsolata
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- http://www.levien.com/type/myfonts/inconsolata.html
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+ Google Noto Fonts (worldwide languages)
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+ https://www.google.com/get/noto/
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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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+ Open Sans Fonts
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+ https://fonts.google.com/specimen/Open+Sans
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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
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+ http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
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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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+MONOSPACE FONTS
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|
|
|
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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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|
|
+ (Pixel Perfect) Proggy Fonts, by Tristan Grimmer
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|
|
+ http://www.proggyfonts.net or http://upperbounds.net
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|
|
+
|
|
|
+ (Pixel Perfect) 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.
|
|
|
|
|
|
+ Typefaces for source code beautification
|
|
|
+ https://github.com/chrissimpkins/codeface
|
|
|
+
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|
|
+ Programmation fonts
|
|
|
+ http://s9w.github.io/font_compare/
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|
|
+
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|
|
+ Inconsolata
|
|
|
+ http://www.levien.com/type/myfonts/inconsolata.html
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|
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+
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|
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+ Adobe Source Code Pro: Monospaced font family for user interface and coding environments
|
|
|
+ https://github.com/adobe-fonts/source-code-pro
|
|
|
+
|
|
|
+ Monospace/Fixed Width Programmer's Fonts
|
|
|
+ http://www.lowing.org/fonts/
|
|
|
+
|
|
|
+
|
|
|
+ Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).
|