1# Fonts 2 3In LVGL fonts are collections of bitmaps and other information required to render images of individual letters (glyph). 4A font is stored in a `lv_font_t` variable and can be set in a style's *text_font* field. For example: 5```c 6lv_style_set_text_font(&my_style, &lv_font_montserrat_28); /*Set a larger font*/ 7``` 8 9Fonts have a **bpp (bits per pixel)** property. It shows how many bits are used to describe a pixel in a font. The value stored for a pixel determines the pixel's opacity. 10This way, with higher *bpp*, the edges of the letter can be smoother. The possible *bpp* values are 1, 2, 4 and 8 (higher values mean better quality). 11 12The *bpp* property also affects the amount of memory needed to store a font. For example, *bpp = 4* makes a font nearly four times larger compared to *bpp = 1*. 13 14## Unicode support 15 16LVGL supports **UTF-8** encoded Unicode characters. 17Your editor needs to be configured to save your code/text as UTF-8 (usually this the default) and be sure that, `LV_TXT_ENC` is set to `LV_TXT_ENC_UTF8` in *lv_conf.h*. (This is the default value) 18 19To test it try 20```c 21lv_obj_t * label1 = lv_label_create(lv_scr_act(), NULL); 22lv_label_set_text(label1, LV_SYMBOL_OK); 23``` 24 25If all works well, a ✓ character should be displayed. 26 27## Built-in fonts 28 29There are several built-in fonts in different sizes, which can be enabled in `lv_conf.h` with *LV_FONT_...* defines. 30### Normal fonts 31Containing all the ASCII characters, the degree symbol (U+00B0), the bullet symbol (U+2022) and the built-in symbols (see below). 32- `LV_FONT_MONTSERRAT_12` 12 px font 33- `LV_FONT_MONTSERRAT_14` 14 px font 34- `LV_FONT_MONTSERRAT_16` 16 px font 35- `LV_FONT_MONTSERRAT_18` 18 px font 36- `LV_FONT_MONTSERRAT_20` 20 px font 37- `LV_FONT_MONTSERRAT_22` 22 px font 38- `LV_FONT_MONTSERRAT_24` 24 px font 39- `LV_FONT_MONTSERRAT_26` 26 px font 40- `LV_FONT_MONTSERRAT_28` 28 px font 41- `LV_FONT_MONTSERRAT_30` 30 px font 42- `LV_FONT_MONTSERRAT_32` 32 px font 43- `LV_FONT_MONTSERRAT_34` 34 px font 44- `LV_FONT_MONTSERRAT_36` 36 px font 45- `LV_FONT_MONTSERRAT_38` 38 px font 46- `LV_FONT_MONTSERRAT_40` 40 px font 47- `LV_FONT_MONTSERRAT_42` 42 px font 48- `LV_FONT_MONTSERRAT_44` 44 px font 49- `LV_FONT_MONTSERRAT_46` 46 px font 50- `LV_FONT_MONTSERRAT_48` 48 px font 51 52### Special fonts 53- `LV_FONT_MONTSERRAT_12_SUBPX` Same as normal 12 px font but with [subpixel rendering](#subpixel-rendering) 54- `LV_FONT_MONTSERRAT_28_COMPRESSED` Same as normal 28 px font but stored as a [compressed font](#compress-fonts) with 3 bpp 55- `LV_FONT_DEJAVU_16_PERSIAN_HEBREW` 16 px font with normal range + Hebrew, Arabic, Persian letters and all their forms 56- `LV_FONT_SIMSUN_16_CJK`16 px font with normal range plus 1000 of the most common CJK radicals 57- `LV_FONT_UNSCII_8` 8 px pixel perfect font with only ASCII characters 58- `LV_FONT_UNSCII_16` 16 px pixel perfect font with only ASCII characters 59 60 61The built-in fonts are **global variables** with names like `lv_font_montserrat_16` for a 16 px height font. To use them in a style, just add a pointer to a font variable like shown above. 62 63The built-in fonts with *bpp = 4* contain the ASCII characters and use the [Montserrat](https://fonts.google.com/specimen/Montserrat) font. 64 65In addition to the ASCII range, the following symbols are also added to the built-in fonts from the [FontAwesome](https://fontawesome.com/) font. 66 67![](/misc/symbols.png "Built-in Symbols in LVGL") 68 69The symbols can be used singly as: 70```c 71lv_label_set_text(my_label, LV_SYMBOL_OK); 72``` 73 74Or together with strings (compile time string concatenation): 75```c 76lv_label_set_text(my_label, LV_SYMBOL_OK "Apply"); 77``` 78 79Or more symbols together: 80```c 81lv_label_set_text(my_label, LV_SYMBOL_OK LV_SYMBOL_WIFI LV_SYMBOL_PLAY); 82``` 83 84## Special features 85 86### Bidirectional support 87Most languages use a Left-to-Right (LTR for short) writing direction, however some languages (such as Hebrew, Persian or Arabic) use Right-to-Left (RTL for short) direction. 88 89LVGL not only supports RTL texts but supports mixed (a.k.a. bidirectional, BiDi) text rendering too. Some examples: 90 91![](/misc/bidi.png "Bidirectional text examples") 92 93BiDi support is enabled by `LV_USE_BIDI` in *lv_conf.h* 94 95All texts have a base direction (LTR or RTL) which determines some rendering rules and the default alignment of the text (Left or Right). 96However, in LVGL, the base direction is not only applied to labels. It's a general property which can be set for every object. 97If not set then it will be inherited from the parent. 98This means it's enough to set the base direction of a screen and every object will inherit it. 99 100The default base direction for screens can be set by `LV_BIDI_BASE_DIR_DEF` in *lv_conf.h* and other objects inherit the base direction from their parent. 101 102To set an object's base direction use `lv_obj_set_style_base_dir(obj, base_dir,selector)`. The possible base directions are: 103- `LV_BASE_DIR_LTR`: Left to Right base direction 104- `LV_BASE_DIR_RTL`: Right to Left base direction 105- `LV_BASE_DIR_AUTO`: Auto detect base direction 106- `LV_BASE_DIR_NEUTRAL` 107- `LV_BASE_DIR_WEAK` 108 109This list summarizes the effect of RTL base direction on objects: 110- Create objects by default on the right 111- `lv_tabview`: Displays tabs from right to left 112- `lv_checkbox`: Shows the box on the right 113- `lv_btnmatrix`: Shows buttons from right to left 114- `lv_list`: Shows icons on the right 115- `lv_dropdown`: Aligns options to the right 116- `lv_bar`: Shows progress from right to left 117- The texts in `lv_table`, `lv_btnmatrix`, `lv_keyboard`, `lv_tabview`, `lv_dropdown`, `lv_roller` are "BiDi processed" to be displayed correctly 118 119### Arabic and Persian support 120There are some special rules to display Arabic and Persian characters: the *form* of a character depends on its position in the text. 121A different form of the same letter needs to be used when it is isolated, at start, middle or end positions. Besides these, some conjunction rules should also be taken into account. 122 123LVGL supports these rules if `LV_USE_ARABIC_PERSIAN_CHARS` is enabled. 124 125However, there are some limitations: 126- Only displaying text is supported (e.g. on labels), text inputs (e.g. text area) don't support this feature. 127- Static text (i.e. const) is not processed. E.g. texts set by `lv_label_set_text()` will be "Arabic processed" but `lv_lable_set_text_static()` won't. 128- Text get functions (e.g. `lv_label_get_text()`) will return the processed text. 129 130### Subpixel rendering 131 132Subpixel rendering allows for tripling the horizontal resolution by rendering anti-aliased edges on Red, Green and Blue channels instead of at pixel level granularity. This takes advantage of the position of physical color channels of each pixel, resulting in higher quality letter anti-aliasing. Learn more [here](https://en.wikipedia.org/wiki/Subpixel_rendering). 133 134For subpixel rendering, the fonts need to be generated with special settings: 135- In the online converter tick the `Subpixel` box 136- In the command line tool use `--lcd` flag. Note that the generated font needs about three times more memory. 137 138Subpixel rendering works only if the color channels of the pixels have a horizontal layout. That is the R, G, B channels are next to each other and not above each other. 139The order of color channels also needs to match with the library settings. By default, LVGL assumes `RGB` order, however this can be swapped by setting `LV_SUBPX_BGR 1` in *lv_conf.h*. 140 141### Compressed fonts 142The bitmaps of fonts can be compressed by 143- ticking the `Compressed` check box in the online converter 144- not passing the `--no-compress` flag to the offline converter (compression is applied by default) 145 146Compression is more effective with larger fonts and higher bpp. However, it's about 30% slower to render compressed fonts. 147Therefore, it's recommended to compress only the largest fonts of a user interface, because 148- they need the most memory 149- they can be compressed better 150- and probably they are used less frequently then the medium-sized fonts, so the performance cost is smaller. 151 152## Add a new font 153 154There are several ways to add a new font to your project: 1551. The simplest method is to use the [Online font converter](https://lvgl.io/tools/fontconverter). Just set the parameters, click the *Convert* button, copy the font to your project and use it. **Be sure to carefully read the steps provided on that site or you will get an error while converting.** 1562. Use the [Offline font converter](https://github.com/lvgl/lv_font_conv). (Requires Node.js to be installed) 1573. If you want to create something like the built-in fonts (Montserrat font and symbols) but in a different size and/or ranges, you can use the `built_in_font_gen.py` script in `lvgl/scripts/built_in_font` folder. 158(This requires Python and `lv_font_conv` to be installed) 159 160To declare a font in a file, use `LV_FONT_DECLARE(my_font_name)`. 161 162To make fonts globally available (like the built-in fonts), add them to `LV_FONT_CUSTOM_DECLARE` in *lv_conf.h*. 163 164## Add new symbols 165The built-in symbols are created from the [FontAwesome](https://fontawesome.com/) font. 166 1671. Search for a symbol on [https://fontawesome.com](https://fontawesome.com). For example the [USB symbol](https://fontawesome.com/icons/usb?style=brands). Copy its Unicode ID which is `0xf287` in this case. 1682. Open the [Online font converter](https://lvgl.io/tools/fontconverter). Add [FontAwesome.woff](https://lvgl.io/assets/others/FontAwesome5-Solid+Brands+Regular.woff). . 1693. Set the parameters such as Name, Size, BPP. You'll use this name to declare and use the font in your code. 1704. Add the Unicode ID of the symbol to the range field. E.g.` 0xf287` for the USB symbol. More symbols can be enumerated with `,`. 1715. Convert the font and copy the generated source code to your project. Make sure to compile the .c file of your font. 1726. Declare the font using `extern lv_font_t my_font_name;` or simply use `LV_FONT_DECLARE(my_font_name);`. 173 174**Using the symbol** 1751. Convert the Unicode value to UTF8, for example on [this site](http://www.ltg.ed.ac.uk/~richard/utf-8.cgi?input=f287&mode=hex). For `0xf287` the *Hex UTF-8 bytes* are `EF 8A 87`. 1762. Create a `define` string from the UTF8 values: `#define MY_USB_SYMBOL "\xEF\x8A\x87"` 1773. Create a label and set the text. Eg. `lv_label_set_text(label, MY_USB_SYMBOL)` 178 179Note - `lv_label_set_text(label, MY_USB_SYMBOL)` searches for this symbol in the font defined in `style.text.font` properties. To use the symbol you may need to change it. Eg ` style.text.font = my_font_name` 180 181## Load a font at run-time 182`lv_font_load` can be used to load a font from a file. The font needs to have a special binary format. (Not TTF or WOFF). 183Use [lv_font_conv](https://github.com/lvgl/lv_font_conv/) with the `--format bin` option to generate an LVGL compatible font file. 184 185Note that to load a font [LVGL's filesystem](/overview/file-system) needs to be enabled and a driver must be added. 186 187Example 188```c 189lv_font_t * my_font; 190my_font = lv_font_load(X/path/to/my_font.bin); 191 192/*Use the font*/ 193 194/*Free the font if not required anymore*/ 195lv_font_free(my_font); 196``` 197 198 199## Add a new font engine 200 201LVGL's font interface is designed to be very flexible but, even so, you can add your own font engine in place of LVGL's internal one. 202For example, you can use [FreeType](https://www.freetype.org/) to real-time render glyphs from TTF fonts or use an external flash to store the font's bitmap and read them when the library needs them. 203 204A ready to use FreeType can be found in [lv_freetype](https://github.com/lvgl/lv_lib_freetype) repository. 205 206To do this, a custom `lv_font_t` variable needs to be created: 207```c 208/*Describe the properties of a font*/ 209lv_font_t my_font; 210my_font.get_glyph_dsc = my_get_glyph_dsc_cb; /*Set a callback to get info about glyphs*/ 211my_font.get_glyph_bitmap = my_get_glyph_bitmap_cb; /*Set a callback to get bitmap of a glyph*/ 212my_font.line_height = height; /*The real line height where any text fits*/ 213my_font.base_line = base_line; /*Base line measured from the top of line_height*/ 214my_font.dsc = something_required; /*Store any implementation specific data here*/ 215my_font.user_data = user_data; /*Optionally some extra user data*/ 216 217... 218 219/* Get info about glyph of `unicode_letter` in `font` font. 220 * Store the result in `dsc_out`. 221 * The next letter (`unicode_letter_next`) might be used to calculate the width required by this glyph (kerning) 222 */ 223bool my_get_glyph_dsc_cb(const lv_font_t * font, lv_font_glyph_dsc_t * dsc_out, uint32_t unicode_letter, uint32_t unicode_letter_next) 224{ 225 /*Your code here*/ 226 227 /* Store the result. 228 * For example ... 229 */ 230 dsc_out->adv_w = 12; /*Horizontal space required by the glyph in [px]*/ 231 dsc_out->box_h = 8; /*Height of the bitmap in [px]*/ 232 dsc_out->box_w = 6; /*Width of the bitmap in [px]*/ 233 dsc_out->ofs_x = 0; /*X offset of the bitmap in [pf]*/ 234 dsc_out->ofs_y = 3; /*Y offset of the bitmap measured from the as line*/ 235 dsc_out->bpp = 2; /*Bits per pixel: 1/2/4/8*/ 236 237 return true; /*true: glyph found; false: glyph was not found*/ 238} 239 240 241/* Get the bitmap of `unicode_letter` from `font`. */ 242const uint8_t * my_get_glyph_bitmap_cb(const lv_font_t * font, uint32_t unicode_letter) 243{ 244 /* Your code here */ 245 246 /* The bitmap should be a continuous bitstream where 247 * each pixel is represented by `bpp` bits */ 248 249 return bitmap; /*Or NULL if not found*/ 250} 251``` 252 253## Use font fallback 254 255You can specify `fallback` in `lv_font_t` to provide fallback to the font. When the font 256fails to find glyph to a letter, it will try to let font from `fallback` to handle. 257 258`fallback` can be chained, so it will try to solve until there is no `fallback` set. 259 260```c 261/* Roboto font doesn't have support for CJK glyphs */ 262lv_font_t *roboto = my_font_load_function(); 263/* Droid Sans Fallback has more glyphs but its typeface doesn't look good as Roboto */ 264lv_font_t *droid_sans_fallback = my_font_load_function(); 265/* So now we can display Roboto for supported characters while having wider characters set support */ 266roboto->fallback = droid_sans_fallback; 267``` 268