Skip to content

dear imgui

Fonts Documentation

Also read https://www.dearimgui.org/faq for more fonts related infos.

The code in imgui.cpp embeds a copy of ProggyClean.ttf (by Tristan Grimmer), a 13 pixels high, pixel-perfect font used by default. We embed this font in source code so you can use Dear ImGui without any file system access.

You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience.

Please read

Index

  • Readme First / FAQ
  • Fonts Loading Instructions
  • Using Icons
  • Using FreeType rasterizer
  • Building Custom Glyph Ranges
  • Using custom colorful icons
  • Embedding Fonts in Source Code
  • Credits/Licences for fonts included in repository
  • Fonts Links

Readme first

  • 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.
  • Fonts are rasterized in a single texture at the time of calling either of io.Fonts->GetTexDataAsAlpha8() / GetTexDataAsRGBA32() / Build().
  • Make sure your font ranges data are persistent and available at the time the font atlas is being built.
  • Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
      `u8"hello"`
      `u8"こんにちは"`   // this will be encoded as UTF-8
  • If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\filename". Read FAQ for details.

Loading Fonts

Load default font:

  ImGuiIO& io = ImGui::GetIO();
  io.Fonts->AddFontDefault();

Load .TTF/.OTF file with:

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

Load multiple fonts:

  ImGuiIO& io = ImGui::GetIO();
  ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
  ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);

  // Select font at runtime
  ImGui::Text("Hello"); // use the default font (which is the first loaded font)
  ImGui::PushFont(font2);
  ImGui::Text("Hello with another font");
  ImGui::PopFont();

For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):

  ImFontConfig config;
  config.OversampleH = 2;
  config.OversampleV = 1;
  config.GlyphExtraSpacing.x = 1.0f;
  ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);

Combine two fonts into one:

  // Load a first font
  ImFont* font = io.Fonts->AddFontDefault();

  // Add character ranges and merge into the previous font
  // The ranges array is not copied by the AddFont* functions and is used lazily
  // so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
  static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
  ImFontConfig config;
  config.MergeMode = true;
  io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, &config, io.Fonts->GetGlyphRangesJapanese());
  io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, &config, icons_ranges);
  io.Fonts->Build();

Font atlas is too large?

  • If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
  • The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
  • In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you set OversampleH / OversampleV to 1 and use a small font size.
  • Mind the fact that some graphics drivers have texture size limitation.
  • If you are building a PC application, mind the fact that users may run on hardware with lower specs than yours.

Some solutions:

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

Add a fourth parameter to bake specific font ranges only:

  // Basic Latin, Extended Latin
  io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());

  // Default + Selection of 2500 Ideographs used by Simplified Chinese
  io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());

  // Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
  io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());

See "BUILDING CUSTOM GLYPH RANGES" section to create your own ranges.
Offset font vertically by altering the io.Font->DisplayOffset value:

  ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
  font->DisplayOffset.y = 1;   // Render 1 pixel down

Using Icons

Using an icon font (such as FontAwesome or OpenFontIcons is an easy and practical way to use icons in your Dear ImGui application.

A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.

To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:

https://github.com/juliettef/IconFontCppHeaders

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

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

Example Setup:

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

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

Example Usage:

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

Important to understand: C string literals can be concatenated at compilation time, e.g. "hello" " world".

ICON_FA_SEARCH is defined as a string literal so this is the same as "A"`` "B" becoming "AB".

See Links below for other icons fonts and related tools.

Freetype Rasterizer and Small Font Sizes

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.

There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.

FreeType supports auto-hinting which tends to improve the readability of small fonts. Note that this code currently creates textures that are unoptimally too large (could be fixed with some work). Also note that correct sRGB space blending will have an important effect on your font rendering quality.

Building Custom Glypth Ranges

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.

  ImVector<ImWchar> ranges;
  ImFontGlyphRangesBuilder builder;
  builder.AddText("Hello world");                        // Add a string (here "Hello world" contains 7 unique characters)
  builder.AddChar(0x7262);                               // Add a specific character
  builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
  builder.BuildRanges(&ranges);                          // Build the final result (ordered ranges with all the unique characters submitted)

  io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
  io.Fonts->Build();                                     // Build the atlas while 'ranges' is still in scope and not deleted.

Using Custom Colorful Icons

(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)

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().

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.

Pseudo-code:

  // Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
  ImFont* font = io.Fonts->AddFontDefault();
  int rect_ids[2];
  rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
  rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);

  // Build atlas
  io.Fonts->Build();

  // Retrieve texture in RGBA format
  unsigned char* tex_pixels = NULL;
  int tex_width, tex_height;
  io.Fonts->GetTexDataAsRGBA32(&tex_pixels, &tex_width, &tex_height);

  for (int rect_n = 0; rect_n < IM_ARRAYSIZE(rect_ids); rect_n++)
  {
      int rect_id = rects_ids[rect_n];
      if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
      {
          // Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
          for (int y = 0; y < rect->Height; y++)
          {
              ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
              for (int x = rect->Width; x > 0; x--)
                  *p++ = IM_COL32(255, 0, 0, 255);
          }
      }
  }

Embedding Fonts in Source Code

Compile and use binary_to_compressed_c.cpp to create a compressed C style array that you can embed in source code. See the documentation in binary_to_compressed_c.cpp for instruction on how to use the tool.

You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README). 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.

Then load the font with:

  ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...);
or:
  ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);

Credits / Licenses for Fonts included in Repository

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

Roboto-Medium.ttf

Apache License 2.0
by Christian Robertson
https://fonts.google.com/specimen/Roboto\

Cousine-Regular.ttf

by Steve Matteson
Digitized data copyright © 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
https://fonts.google.com/specimen/Cousine

DroidSans.ttf

Copyright © Steve Matteson
Apache License, version 2.0
https://www.fontsquirrel.com/fonts/droid-sans

ProggyClean.ttf

Copyright © 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/

ProggyTiny.ttf

Copyright © 2004, 2005 Tristan Grimmer
MIT License
recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
http://www.proggyfonts.net/

Karla-Regular.ttf

Copyright © 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1

Icon Fonts

Regular Fonts

MONOSPACE FONTS (PIXEL PERFECT)

Also include .inl file to use directly in dear imgui.

MONOSPACE FONTS (REGULAR)

Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).