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Docs update. Improved Fonts troubleshooting section.
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docs/FONTS.md
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docs/FONTS.md
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@ -11,10 +11,7 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
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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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- [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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- [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](#fonts-loading-instructions)
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- [Using Icon Fonts](#using-icon-fonts)
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@ -23,103 +20,44 @@ In the [misc/fonts/](https://github.com/ocornut/imgui/tree/master/misc/fonts) fo
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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 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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## Troubleshooting
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**A vast majority of font and text related issues encountered comes from 3 things:**
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- Invalid filename due to use of `\` or unexpected working directory. See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
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- Invalid UTF-8 encoding of your non-ASCII strings. See [About UTF-8 Encoding](#about-utf-8-encoding). Use the encoding viewer to confirm yours is correct.
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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 Metrics/Debugger->Fonts to confirm loaded fonts and loaded glyph ranges.
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**A vast majority of font and text related issues encountered comes from 4 things:**
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The third point 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.
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### (1) Invalid filename due to use of `\` or unexpected working directory.
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**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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See [About Filenames](#about-filenames). AddFontXXX functions should assert if the filename is incorrect.
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##### [Return to Index](#index)
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### (2) Invalid UTF-8 encoding of your non-ASCII strings.
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## About Filenames
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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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**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.**
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### (3) Missing glyph ranges.
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Two things to watch for:
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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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(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.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
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io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
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```
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In some situations, you may also use `/` path separator under Windows.
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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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(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.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
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io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
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```
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##### [Return to Index](#index)
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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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## About UTF-8 Encoding
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**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
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(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
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This is a convenient way to confirm that your encoding is correct.
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```cpp
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ImGui::SeparatorText("CORRECT");
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ImGui::DebugTextEncoding(u8"こんにちは");
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ImGui::SeparatorText("INCORRECT");
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ImGui::DebugTextEncoding("こんにちは");
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```
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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.
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(2) To encode in UTF-8:
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There are also compiler-specific ways to enforce UTF-8 encoding by default:
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- Visual Studio compiler: `/utf-8` command-line flag.
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- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
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- 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)).
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Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
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```cpp
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ImGui::Text(u8"hello");
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ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
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ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
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```
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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 char_t*` which doesn't cast to `const char*`.
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Because of type usage of `u8""` in C++20 is a little more tedious:
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```cpp
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ImGui::Text((const char*)u8"こんにちは");
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```
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We suggest using a macro in your codebase:
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```cpp
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#define U8(_S) (const char*)u8##_S
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ImGui::Text(U8("こんにちは"));
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```
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##### [Return to Index](#index)
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## Debug Tools
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#### Metrics/Debugger->Fonts
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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.
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#### UTF-8 Encoding Viewer**
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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.
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Some solutions:
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- 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. 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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@ -144,7 +82,7 @@ io.Fonts->AddFontDefault();
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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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@ -153,8 +91,9 @@ 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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```
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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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@ -220,22 +159,6 @@ ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
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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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- 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 glyph appears as a white rectangle.
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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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Some solutions:
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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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##### [Return to Index](#index)
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## Using Icon Fonts
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@ -270,6 +193,12 @@ ImGui::Button(ICON_FA_SEARCH " Search");
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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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@ -287,7 +216,7 @@ Here's an application using icons ("Avoyd", https://www.avoyd.com):
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## Using Colorful Glyphs/Emojis
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- Rendering of colored emojis is only supported by imgui_freetype with FreeType 2.10+.
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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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@ -384,6 +313,93 @@ ImFont* font = io.Fonts->AddFontFromMemoryCompressedBase85TTF(compressed_data_ba
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##### [Return to Index](#index)
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--
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## About Filenames
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**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.**
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Two things to watch for:
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(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.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyFiles\MyImage01.jpg", ...); // This is INCORRECT!!
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io.Fonts->AddFontFromFileTTF("MyFiles\\MyImage01.jpg", ...); // This is CORRECT
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```
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In some situations, you may also use `/` path separator under Windows.
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(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.
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```cpp
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io.Fonts->AddFontFromFileTTF("MyImage01.jpg", ...); // Relative filename depends on your Working Directory when running your program!
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io.Fonts->AddFontFromFileTTF("../MyImage01.jpg", ...); // Load from the parent folder of your Working Directory
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```
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##### [Return to Index](#index)
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--
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## About UTF-8 Encoding
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**For non-ASCII characters display, a common user issue is not passing correctly UTF-8 encoded strings.**
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(1) We provide a function `ImGui::DebugTextEncoding(const char* text)` which you can call to verify the content of your UTF-8 strings.
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This is a convenient way to confirm that your encoding is correct.
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```cpp
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ImGui::SeparatorText("CORRECT");
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ImGui::DebugTextEncoding(u8"こんにちは");
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ImGui::SeparatorText("INCORRECT");
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ImGui::DebugTextEncoding("こんにちは");
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```
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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.
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(2) To encode in UTF-8:
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There are also compiler-specific ways to enforce UTF-8 encoding by default:
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- Visual Studio compiler: `/utf-8` command-line flag.
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- Visual Studio compiler: `#pragma execution_character_set("utf-8")` inside your code.
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- 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)).
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Or, since C++11, you can use the `u8"my text"` syntax to encode literal strings as UTF-8. e.g.:
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```cpp
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ImGui::Text(u8"hello");
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ImGui::Text(u8"こんにちは"); // this will always be encoded as UTF-8
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ImGui::Text("こんにちは"); // the encoding of this is depending on compiler settings/flags and may be incorrect.
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```
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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 char_t*` which doesn't cast to `const char*`.
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Because of type usage of `u8""` in C++20 is a little more tedious:
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```cpp
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ImGui::Text((const char*)u8"こんにちは");
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```
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We suggest using a macro in your codebase:
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```cpp
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#define U8(_S) (const char*)u8##_S
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ImGui::Text(U8("こんにちは"));
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```
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##### [Return to Index](#index)
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--
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## Debug Tools
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#### Metrics/Debugger->Fonts
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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.
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#### UTF-8 Encoding Viewer**
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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.
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##### [Return to Index](#index)
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--
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## Credits/Licenses For Fonts Included In Repository
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Some fonts files are available in the `misc/fonts/` folder:
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