「App:Library:LVGL:docs:Overview:Fonts」の版間の差分

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In LVGL fonts are collections of bitmaps and other information required to render images of individual letters (glyph). A font is stored in a <code style="color: #bb0000;">lv_font_t</code> variable and can be set in a style's ''text_font'' field. For example:
+
In LVGL fonts are collections of bitmaps and other information required to render images of individual letters (glyph).  
 +
 
 +
A font is stored in a <code style="color: #bb0000;">lv_font_t</code> variable and can be set in a style's ''text_font'' field. For example:
 
<syntaxhighlight lang="C++" style="border:1px dashed gray;">
 
<syntaxhighlight lang="C++" style="border:1px dashed gray;">
 
  lv_style_set_text_font(&my_style, &lv_font_montserrat_28);  /*Set a larger font*/
 
  lv_style_set_text_font(&my_style, &lv_font_montserrat_28);  /*Set a larger font*/
 
</syntaxhighlight>
 
</syntaxhighlight>
Fonts 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. This 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).
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Fonts 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.  
 +
 
 +
This 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).
 +
 
 +
The ''bpp'' property also affects the amount of memory needed to store a font.  
  
The ''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''.
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For example, ''bpp = 4'' makes a font nearly four times larger compared to ''bpp = 1''.
 
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LVGL supports UTF-8 encoded Unicode characters. Your editor needs to be configured to save your code/text as UTF-8 (usually this the default) and be sure that, <code style="color: #bb0000;">LV_TXT_ENC</code> is set to <code style="color: #bb0000;">LV_TXT_ENC_UTF8</code> in ''lv_conf.h''. (This is the default value)
+
LVGL supports UTF-8 encoded Unicode characters.  
 +
 
 +
Your editor needs to be configured to save your code/text as UTF-8 (usually this the default) and be sure that, <code style="color: #bb0000;">LV_TXT_ENC</code> is set to <code style="color: #bb0000;">LV_TXT_ENC_UTF8</code> in ''lv_conf.h''. (This is the default value)
  
 
To test it try
 
To test it try
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* <code style="color: #bb0000;">LV_FONT_UNSCII_8</code> 8 px pixel perfect font with only ASCII characters
 
* <code style="color: #bb0000;">LV_FONT_UNSCII_8</code> 8 px pixel perfect font with only ASCII characters
 
* <code style="color: #bb0000;">LV_FONT_UNSCII_16</code> 16 px pixel perfect font with only ASCII characters
 
* <code style="color: #bb0000;">LV_FONT_UNSCII_16</code> 16 px pixel perfect font with only ASCII characters
 +
  
 
The built-in fonts are global variables with names like <code style="color: #bb0000;">lv_font_montserrat_16</code> for a 16 px height font. To use them in a style, just add a pointer to a font variable like shown above.
 
The built-in fonts are global variables with names like <code style="color: #bb0000;">lv_font_montserrat_16</code> for a 16 px height font. To use them in a style, just add a pointer to a font variable like shown above.
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Most 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.
 
Most 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.
  
LVGL not only supports RTL texts but supports mixed (a.k.a. bidirectional, BiDi) text rendering too. Some examples:
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 +
LVGL not only supports RTL texts but supports mixed (a.k.a. bidirectional, BiDi) text rendering too.  
 +
 
 +
Some examples:
  
 
BiDi support is enabled by <code style="color: #bb0000;">LV_USE_BIDI</code> in ''lv_conf.h''
 
BiDi support is enabled by <code style="color: #bb0000;">LV_USE_BIDI</code> in ''lv_conf.h''
  
All texts have a base direction (LTR or RTL) which determines some rendering rules and the default alignment of the text (Left or Right). However, in LVGL, the base direction is not only applied to labels. It's a general property which can be set for every object. If not set then it will be inherited from the parent. This means it's enough to set the base direction of a screen and every object will inherit it.
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 +
All texts have a base direction (LTR or RTL) which determines some rendering rules and the default alignment of the text (Left or Right).  
 +
 
 +
 
 +
However, in LVGL, the base direction is not only applied to labels.  
 +
 
 +
It's a general property which can be set for every object.  
 +
 
 +
If not set then it will be inherited from the parent.  
 +
 
 +
This means it's enough to set the base direction of a screen and every object will inherit it.
  
 
The default base direction for screens can be set by <code style="color: #bb0000;">LV_BIDI_BASE_DIR_DEF</code> in ''lv_conf.h'' and other objects inherit the base direction from their parent.
 
The default base direction for screens can be set by <code style="color: #bb0000;">LV_BIDI_BASE_DIR_DEF</code> in ''lv_conf.h'' and other objects inherit the base direction from their parent.
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* <code style="color: #bb0000;">LV_BIDI_DIR_AUTO</code>: Auto detect base direction
 
* <code style="color: #bb0000;">LV_BIDI_DIR_AUTO</code>: Auto detect base direction
 
* <code style="color: #bb0000;">LV_BIDI_DIR_INHERIT</code>: Inherit base direction from the parent (or a default value for non-screen objects)
 
* <code style="color: #bb0000;">LV_BIDI_DIR_INHERIT</code>: Inherit base direction from the parent (or a default value for non-screen objects)
 +
  
 
This list summarizes the effect of RTL base direction on objects:
 
This list summarizes the effect of RTL base direction on objects:
 
 
  
 
* Create objects by default on the right
 
* Create objects by default on the right
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There are some special rules to display Arabic and Persian characters: the ''form'' of a character depends on its position in the text. A different form of the same letter needs to be used if is isolated, at start, middle or end positions. Besides these, some conjunction rules should also be taken into account.
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There are some special rules to display Arabic and Persian characters: the ''form'' of a character depends on its position in the text.
 +
 
 +
A different form of the same letter needs to be used if is isolated, at start, middle or end positions.  
 +
 
 +
Besides these, some conjunction rules should also be taken into account.
  
 
LVGL supports these rules if <code style="color: #bb0000;">LV_USE_ARABIC_PERSIAN_CHARS</code> is enabled.
 
LVGL supports these rules if <code style="color: #bb0000;">LV_USE_ARABIC_PERSIAN_CHARS</code> is enabled.
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Subpixel 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.
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Subpixel 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.
  
 
For subpixel rendering, the fonts need to be generated with special settings:
 
For subpixel rendering, the fonts need to be generated with special settings:
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* In the command line tool use <code style="color: #bb0000;">--lcd</code> flag. Note that the generated font needs about three times more memory.
 
* In the command line tool use <code style="color: #bb0000;">--lcd</code> flag. Note that the generated font needs about three times more memory.
  
Subpixel rendering works only if the color channels of the pixels have a horizontal layout. That is the R, G, B channels are next each other and not above each other. The order of color channels also needs to match with the library settings. By default, LVGL assumes <code style="color: #bb0000;">RGB</code> order, however this can be swapped by setting <code style="color: #bb0000;">LV_SUBPX_BGR  1</code> in ''lv_conf.h''.
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 +
Subpixel rendering works only if the color channels of the pixels have a horizontal layout.  
 +
 
 +
That is the R, G, B channels are next each other and not above each other.  
 +
 
 +
 
 +
The order of color channels also needs to match with the library settings. By default, LVGL assumes <code style="color: #bb0000;">RGB</code> order, however this can be swapped by setting <code style="color: #bb0000;">LV_SUBPX_BGR  1</code> in ''lv_conf.h''.
 
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* not passing the <code style="color: #bb0000;">--no-compress</code> flag to the offline converter (compression is applied by default)
 
* not passing the <code style="color: #bb0000;">--no-compress</code> flag to the offline converter (compression is applied by default)
  
Compression is more effective with larger fonts and higher bpp. However, it's about 30% slower to render compressed fonts. Therefore it's recommended to compress only the largest fonts of a user interface, because
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 +
Compression is more effective with larger fonts and higher bpp.  
 +
 
 +
However, it's about 30% slower to render compressed fonts.  
 +
 
 +
 
 +
Therefore it's recommended to compress only the largest fonts of a user interface, because
  
 
* they need the most memory
 
* they need the most memory
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# Convert the font and copy the generated source code to your project. Make sure to compile the .c file of your font.
 
# Convert the font and copy the generated source code to your project. Make sure to compile the .c file of your font.
 
# Declare the font using <code style="color: #bb0000;">extern lv_font_t my_font_name;</code> or simply use <code style="color: #bb0000;">LV_FONT_DECLARE(my_font_name);</code>.
 
# Declare the font using <code style="color: #bb0000;">extern lv_font_t my_font_name;</code> or simply use <code style="color: #bb0000;">LV_FONT_DECLARE(my_font_name);</code>.
 +
  
 
Using the symbol
 
Using the symbol
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# Create a <code style="color: #bb0000;">define</code> string from the UTF8 values: <code style="color: #bb0000;">#define MY_USB_SYMBOL "\xEF\x8A\x87"</code>
 
# Create a <code style="color: #bb0000;">define</code> string from the UTF8 values: <code style="color: #bb0000;">#define MY_USB_SYMBOL "\xEF\x8A\x87"</code>
 
# Create a label and set the text. Eg. <code style="color: #bb0000;">lv_label_set_text(label, MY_USB_SYMBOL)</code>
 
# Create a label and set the text. Eg. <code style="color: #bb0000;">lv_label_set_text(label, MY_USB_SYMBOL)</code>
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 +
 +
Note - <code style="color: #bb0000;">lv_label_set_text(label, MY_USB_SYMBOL)</code> searches for this symbol in the font defined in <code style="color: #bb0000;">style.text.font</code> properties. To use the symbol you may need to change it. Eg <code style="color: #bb0000;">style.text.font = my_font_name</code>
 +
|内蔵のシンボルは、FontAwesomeフォントから作成されています。
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 +
# <nowiki>https://fontawesome.com</nowiki> でシンボルを検索してください。例えば、USBシンボル。そのユニコードID(この場合<code style="color: #bb0000;">0xf287</code> )をコピーします。
 +
# オンラインフォントコンバータを開きます。FontAwesome.woffを追加します。. .
 +
# 名前、サイズ、BPPなどのパラメータを設定します。この名前を使って、コード内でフォントを宣言し、使用することになります。
 +
# 範囲フィールドにシンボルのユニコードIDを追加します。例:USBシンボルには<code style="color: #bb0000;">0xf287</code>。より多くのシンボルを "<code style="color: #bb0000;">,</code>"で列挙することができます。
 +
# フォントを変換し、生成されたソースコードをプロジェクトにコピーします。フォントの .c ファイルは必ずコンパイルしてください。
 +
# extern<code style="color: #bb0000;">extern lv_font_t my_font_name;</code>または単に <code style="color: #bb0000;">LV_FONT_DECLARE(my_font_name);</code> を使ってフォントを宣言してください。
 +
 +
 +
Using the symbol
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 +
# Convert the Unicode value to UTF8, for example on this site. For <code style="color: #bb0000;">0xf287</code> the ''Hex UTF-8 bytes'' are <code style="color: #bb0000;">EF 8A 87</code>.
 +
# Create a <code style="color: #bb0000;">define</code> string from the UTF8 values: <code style="color: #bb0000;">#define MY_USB_SYMBOL "\xEF\x8A\x87"</code>
 +
# Create a label and set the text. Eg. <code style="color: #bb0000;">lv_label_set_text(label, MY_USB_SYMBOL)</code>
 +
  
 
Note - <code style="color: #bb0000;">lv_label_set_text(label, MY_USB_SYMBOL)</code> searches for this symbol in the font defined in <code style="color: #bb0000;">style.text.font</code> properties. To use the symbol you may need to change it. Eg <code style="color: #bb0000;">style.text.font = my_font_name</code>
 
Note - <code style="color: #bb0000;">lv_label_set_text(label, MY_USB_SYMBOL)</code> searches for this symbol in the font defined in <code style="color: #bb0000;">style.text.font</code> properties. To use the symbol you may need to change it. Eg <code style="color: #bb0000;">style.text.font = my_font_name</code>
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:[[App:Library:LVGL:docs:Overview|戻る : Previous]]
 
:[[App:Library:LVGL:docs:Overview|戻る : Previous]]
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<code style="color: #bb0000;">lv_font_load</code> can be used to load a font from a file. The font needs to have a special binary format. (Not TTF or WOFF). Use lv_font_conv with the <code style="color: #bb0000;">--format bin</code> option to generate an LVGL compatible font file.
+
<code style="color: #bb0000;">lv_font_load</code> can be used to load a font from a file.  
 +
 
 +
The font needs to have a special binary format. (Not TTF or WOFF).  
 +
 
 +
Use lv_font_conv with the <code style="color: #bb0000;">--format bin</code> option to generate an LVGL compatible font file.
  
 
Note that to load a font LVGL's filesystem needs to be enabled and a driver must be added.
 
Note that to load a font LVGL's filesystem needs to be enabled and a driver must be added.
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  lv_font_free(my_font);
 
  lv_font_free(my_font);
 
</syntaxhighlight>
 
</syntaxhighlight>
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|<code style="color: #bb0000;">lv_font_load</code>は、ファイルからフォントを読み込むために使用できます。
 +
 
 +
フォントは、特別なバイナリ形式である必要があります。(TTFやWOFFではありません)。
 +
 
 +
LVGL互換のフォントファイルを生成するには、 lv_font_conv に<code style="color: #bb0000;">--format bin</code> オプションをつけます。
 +
 
 +
フォントをロードするには、LVGLのファイルシステムを有効にし、ドライバを追加する必要があることに注意してください。
 +
 
 +
使用例<syntaxhighlight lang="C++" style="border:1px dashed gray;">
 +
lv_font_t * my_font;
 +
my_font = lv_font_load(X/path/to/my_font.bin);
 +
 +
/*Use the font*/
 +
 +
/*Free the font if not required anymore*/
 +
lv_font_free(my_font);
 +
</syntaxhighlight>
 
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:[[App:Library:LVGL:docs:Overview|戻る : Previous]]
 
:[[App:Library:LVGL:docs:Overview|戻る : Previous]]
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LVGL'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. For example, you can use FreeType 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.
+
LVGL'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.  
 +
 
 +
For example, you can use FreeType 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.
  
 
A ready to use FreeType can be found in lv_freetype repository.
 
A ready to use FreeType can be found in lv_freetype repository.
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     return bitmap;    /*Or NULL if not found*/
 
     return bitmap;    /*Or NULL if not found*/
 
</syntaxhighlight>
 
</syntaxhighlight>
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|LVGLのフォント・インターフェースは非常に柔軟に設計されていますが、それでも、LVGLの内部エンジンの代わりに、独自のフォント・エンジンを追加することができます。
 +
 
 +
たとえば、FreeTypeを使ってTTFフォントからグリフをリアルタイムにレンダリングしたり、外部フラッシュを使ってフォントのビットマップを保存し、ライブラリが必要とするときにそれを読み込むことができます。
 +
 
 +
すぐに使える FreeType は lv_freetype リポジトリで見つけることができます。
 +
 
 +
これを行うには、カスタム <code style="color: #bb0000;">lv_font_t</code>変数を作成する必要があります。
 +
 
 +
<syntaxhighlight lang="C++" style="border:1px dashed gray;">
 +
/*Describe the properties of a font*/
 +
lv_font_t my_font;
 +
my_font.get_glyph_dsc = my_get_glyph_dsc_cb;        /*Set a callback to get info about gylphs*/
 +
my_font.get_glyph_bitmap = my_get_glyph_bitmap_cb;  /*Set a callback to get bitmap of a glyp*/
 +
my_font.line_height = height;                      /*The real line height where any text fits*/
 +
my_font.base_line = base_line;                      /*Base line measured from the top of line_height*/
 +
my_font.dsc = something_required;                  /*Store any implementation specific data here*/
 +
my_font.user_data = user_data;                      /*Optionally some extra user data*/
 +
 +
...
 +
 +
/* Get info about glyph of `unicode_letter` in `font` font.
 +
  * Store the result in `dsc_out`.
 +
  * The next letter (`unicode_letter_next`) might be used to calculate the width required by this glyph (kerning)
 +
  */
 +
bool 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)
 +
{
 +
    /*Your code here*/
 +
 +
    /* Store the result.
 +
      * For example ...
 +
      */
 +
    dsc_out->adv_w = 12;        /*Horizontal space required by the glyph in [px]*/
 +
    dsc_out->box_h = 8;        /*Height of the bitmap in [px]*/
 +
    dsc_out->box_w = 6;        /*Width of the bitmap in [px]*/
 +
    dsc_out->ofs_x = 0;        /*X offset of the bitmap in [pf]*/
 +
    dsc_out->ofs_y = 3;        /*Y offset of the bitmap measured from the as line*/
 +
    dsc_out->bpp  = 2;        /*Bits per pixel: 1/2/4/8*/
 +
 +
    return true;                /*true: glyph found; false: glyph was not found*/
 +
}
 +
 +
 +
/* Get the bitmap of `unicode_letter` from `font`. */
 +
const uint8_t * my_get_glyph_bitmap_cb(const lv_font_t * font, uint32_t unicode_letter)
 +
{
 +
    /* Your code here */
 +
 +
    /* The bitmap should be a continuous bitstream where
 +
      * each pixel is represented by `bpp` bits */
 +
 +
    return bitmap;    /*Or NULL if not found*/
 +
</syntaxhighlight>
 
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You can specify <code style="color: #bb0000;">fallback</code> in <code style="color: #bb0000;">lv_font_t</code> to provide fallback to the font. When the font fails to find glyph to a letter, it will try to let font from <code style="color: #bb0000;">fallback</code> to handle.
+
You can specify <code style="color: #bb0000;">fallback</code> in <code style="color: #bb0000;">lv_font_t</code> to provide fallback to the font.  
 +
 
 +
When the font fails to find glyph to a letter, it will try to let font from <code style="color: #bb0000;">fallback</code> to handle.
 +
 
  
  
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  roboto->fallback = droid_sans_fallback;
 
  roboto->fallback = droid_sans_fallback;
 
</syntaxhighlight>
 
</syntaxhighlight>
|
+
|<code style="color: #bb0000;">lv_font_t</code>  で <code style="color: #bb0000;">fallback</code>を指定すると、フォントにフォールバックを提供することができます。
 +
 
 +
フォントが文字に対するグリフを見つけられなかったとき、fallbackからフォントに処理をさせようとします。
 +
<code style="color: #bb0000;">fallback</code>can be chained, so it will try to solve until there is no <code style="color: #bb0000;">fallback</code>set.<syntaxhighlight lang="C++" style="border:1px dashed gray;">
 +
 
 +
/* Roboto font doesn't have support for CJK glyphs */
 +
lv_font_t *roboto = my_font_load_function();
 +
/* Droid Sans Fallback has more glyphs but its typeface doesn't look good as Roboto */
 +
lv_font_t *droid_sans_fallback = my_font_load_function();
 +
/* So now we can display Roboto for supported characters while having wider characters set support */
 +
roboto->fallback = droid_sans_fallback;
 +
</syntaxhighlight>
 
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|}
  

2022年7月1日 (金) 14:14時点における版

https://docs.lvgl.io/8.2/overview/font.html

Fonts

英文 自動翻訳

In LVGL fonts are collections of bitmaps and other information required to render images of individual letters (glyph).

A font is stored in a lv_font_t variable and can be set in a style's text_font field. For example:

 lv_style_set_text_font(&my_style, &lv_font_montserrat_28);  /*Set a larger font*/

Fonts 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.

This 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).

The 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.

戻る : Previous


Unicode support

英文 自動翻訳

LVGL supports UTF-8 encoded Unicode characters.

Your 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)

To test it try

 lv_obj_t * label1 = lv_label_create(lv_scr_act(), NULL);
 lv_label_set_text(label1, LV_SYMBOL_OK);

If all works well, a ✓ character should be displayed.

戻る : Previous


Built-in fonts

英文 自動翻訳

There are several built-in fonts in different sizes, which can be enabled in lv_conf.h with LV_FONT_... defines.

戻る : Previous


Normal fonts

英文 自動翻訳

Containing all the ASCII characters, the degree symbol (U+00B0), the bullet symbol (U+2022) and the built-in symbols (see below).

  • LV_FONT_MONTSERRAT_12 12 px font
  • LV_FONT_MONTSERRAT_14 14 px font
  • LV_FONT_MONTSERRAT_16 16 px font
  • LV_FONT_MONTSERRAT_18 18 px font
  • LV_FONT_MONTSERRAT_20 20 px font
  • LV_FONT_MONTSERRAT_22 22 px font
  • LV_FONT_MONTSERRAT_24 24 px font
  • LV_FONT_MONTSERRAT_26 26 px font
  • LV_FONT_MONTSERRAT_28 28 px font
  • LV_FONT_MONTSERRAT_30 30 px font
  • LV_FONT_MONTSERRAT_32 32 px font
  • LV_FONT_MONTSERRAT_34 34 px font
  • LV_FONT_MONTSERRAT_36 36 px font
  • LV_FONT_MONTSERRAT_38 38 px font
  • LV_FONT_MONTSERRAT_40 40 px font
  • LV_FONT_MONTSERRAT_42 42 px font
  • LV_FONT_MONTSERRAT_44 44 px font
  • LV_FONT_MONTSERRAT_46 46 px font
  • LV_FONT_MONTSERRAT_48 48 px font
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Special fonts

英文 自動翻訳
  • LV_FONT_MONTSERRAT_12_SUBPX Same as normal 12 px font but with subpixel rendering
  • LV_FONT_MONTSERRAT_28_COMPRESSED Same as normal 28 px font but stored as a compressed font with 3 bpp
  • LV_FONT_DEJAVU_16_PERSIAN_HEBREW 16 px font with normal range + Hebrew, Arabic, Persian letters and all their forms
  • LV_FONT_SIMSUN_16_CJK16 px font with normal range plus 1000 of the most common CJK radicals
  • LV_FONT_UNSCII_8 8 px pixel perfect font with only ASCII characters
  • LV_FONT_UNSCII_16 16 px pixel perfect font with only ASCII characters


The 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.

The built-in fonts with bpp = 4 contain the ASCII characters and use the Montserrat font.

In addition to the ASCII range, the following symbols are also added to the built-in fonts from the FontAwesome font.

The symbols can be used singly as:

 lv_label_set_text(my_label, LV_SYMBOL_OK);

Or with together with strings (compile time string concatenation):

 lv_label_set_text(my_label, LV_SYMBOL_OK "Apply");

Or more symbols together:

 lv_label_set_text(my_label, LV_SYMBOL_OK LV_SYMBOL_WIFI LV_SYMBOL_PLAY);
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Special features

Bidirectional support

英文 自動翻訳

Most 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.


LVGL not only supports RTL texts but supports mixed (a.k.a. bidirectional, BiDi) text rendering too.

Some examples:

BiDi support is enabled by LV_USE_BIDI in lv_conf.h


All texts have a base direction (LTR or RTL) which determines some rendering rules and the default alignment of the text (Left or Right).


However, in LVGL, the base direction is not only applied to labels.

It's a general property which can be set for every object.

If not set then it will be inherited from the parent.

This means it's enough to set the base direction of a screen and every object will inherit it.

The 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.

To set an object's base direction use lv_obj_set_base_dir(obj, base_dir). The possible base directions are:

  • LV_BIDI_DIR_LTR: Left to Right base direction
  • LV_BIDI_DIR_RTL: Right to Left base direction
  • LV_BIDI_DIR_AUTO: Auto detect base direction
  • LV_BIDI_DIR_INHERIT: Inherit base direction from the parent (or a default value for non-screen objects)


This list summarizes the effect of RTL base direction on objects:

  • Create objects by default on the right
  • lv_tabview: Displays tabs from right to left
  • lv_checkbox: Shows the box on the right
  • lv_btnmatrix: Shows buttons from right to left
  • lv_list: Shows icons on the right
  • lv_dropdown: Aligns options to the right
  • The texts in lv_table, lv_btnmatrix, lv_keyboard, lv_tabview, lv_dropdown, lv_roller are "BiDi processed" to be displayed correctly
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Arabic and Persian support

英文 自動翻訳

There are some special rules to display Arabic and Persian characters: the form of a character depends on its position in the text.

A different form of the same letter needs to be used if is isolated, at start, middle or end positions.

Besides these, some conjunction rules should also be taken into account.

LVGL supports these rules if LV_USE_ARABIC_PERSIAN_CHARS is enabled.

However, there some limitations:

  • Only displaying text is supported (e.g. on labels), text inputs (e.g. text area) don't support this feature.
  • 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.
  • Text get functions (e.g. lv_label_get_text()) will return the processed text.
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Subpixel rendering

英文 自動翻訳

Subpixel 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.

For subpixel rendering, the fonts need to be generated with special settings:

  • In the online converter tick the Subpixel box
  • In the command line tool use --lcd flag. Note that the generated font needs about three times more memory.


Subpixel rendering works only if the color channels of the pixels have a horizontal layout.

That is the R, G, B channels are next each other and not above each other.


The 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.

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Compressed fonts

英文 自動翻訳

The bitmaps of fonts can be compressed by

  • ticking the Compressed check box in the online converter
  • not passing the --no-compress flag to the offline converter (compression is applied by default)


Compression is more effective with larger fonts and higher bpp.

However, it's about 30% slower to render compressed fonts.


Therefore it's recommended to compress only the largest fonts of a user interface, because

  • they need the most memory
  • they can be compressed better
  • and probably they are used less frequently then the medium-sized fonts, so the performance cost is smaller.
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Add a new font

英文 自動翻訳

There are several ways to add a new font to your project:

  1. The simplest method is to use the Online font converter. 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.
  2. Use the Offline font converter. (Requires Node.js to be installed)
  3. 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. (This requires Python and lv_font_conv to be installed)

To declare a font in a file, use LV_FONT_DECLARE(my_font_name).

To make fonts globally available (like the builtin fonts), add them to LV_FONT_CUSTOM_DECLARE in lv_conf.h.

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Add new symbols

英文 自動翻訳

The built-in symbols are created from the FontAwesome font.

  1. Search for a symbol on https://fontawesome.com. For example the USB symbol. Copy its Unicode ID which is 0xf287 in this case.
  2. Open the Online font converter. Add FontAwesome.woff. .
  3. Set the parameters such as Name, Size, BPP. You'll use this name to declare and use the font in your code.
  4. Add the Unicode ID of the symbol to the range field. E.g. 0xf287 for the USB symbol. More symbols can be enumerated with ,.
  5. Convert the font and copy the generated source code to your project. Make sure to compile the .c file of your font.
  6. Declare the font using extern lv_font_t my_font_name; or simply use LV_FONT_DECLARE(my_font_name);.


Using the symbol

  1. Convert the Unicode value to UTF8, for example on this site. For 0xf287 the Hex UTF-8 bytes are EF 8A 87.
  2. Create a define string from the UTF8 values: #define MY_USB_SYMBOL "\xEF\x8A\x87"
  3. Create a label and set the text. Eg. lv_label_set_text(label, MY_USB_SYMBOL)


Note - 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

内蔵のシンボルは、FontAwesomeフォントから作成されています。
  1. https://fontawesome.com でシンボルを検索してください。例えば、USBシンボル。そのユニコードID(この場合0xf287 )をコピーします。
  2. オンラインフォントコンバータを開きます。FontAwesome.woffを追加します。. .
  3. 名前、サイズ、BPPなどのパラメータを設定します。この名前を使って、コード内でフォントを宣言し、使用することになります。
  4. 範囲フィールドにシンボルのユニコードIDを追加します。例:USBシンボルには0xf287。より多くのシンボルを ","で列挙することができます。
  5. フォントを変換し、生成されたソースコードをプロジェクトにコピーします。フォントの .c ファイルは必ずコンパイルしてください。
  6. externextern lv_font_t my_font_name;または単に LV_FONT_DECLARE(my_font_name); を使ってフォントを宣言してください。


Using the symbol

  1. Convert the Unicode value to UTF8, for example on this site. For 0xf287 the Hex UTF-8 bytes are EF 8A 87.
  2. Create a define string from the UTF8 values: #define MY_USB_SYMBOL "\xEF\x8A\x87"
  3. Create a label and set the text. Eg. lv_label_set_text(label, MY_USB_SYMBOL)


Note - 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

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Load a font at run-time

英文 自動翻訳

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).

Use lv_font_conv with the --format bin option to generate an LVGL compatible font file.

Note that to load a font LVGL's filesystem needs to be enabled and a driver must be added.

Example

 lv_font_t * my_font;
 my_font = lv_font_load(X/path/to/my_font.bin);
 
 /*Use the font*/
 
 /*Free the font if not required anymore*/
 lv_font_free(my_font);
lv_font_loadは、ファイルからフォントを読み込むために使用できます。

フォントは、特別なバイナリ形式である必要があります。(TTFやWOFFではありません)。

LVGL互換のフォントファイルを生成するには、 lv_font_conv に--format bin オプションをつけます。

フォントをロードするには、LVGLのファイルシステムを有効にし、ドライバを追加する必要があることに注意してください。

使用例
 lv_font_t * my_font;
 my_font = lv_font_load(X/path/to/my_font.bin);
 
 /*Use the font*/
 
 /*Free the font if not required anymore*/
 lv_font_free(my_font);
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Add a new font engine

英文 自動翻訳

LVGL'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.

For example, you can use FreeType 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.

A ready to use FreeType can be found in lv_freetype repository.

To do this, a custom lv_font_t variable needs to be created:

 /*Describe the properties of a font*/
 lv_font_t my_font;
 my_font.get_glyph_dsc = my_get_glyph_dsc_cb;        /*Set a callback to get info about gylphs*/
 my_font.get_glyph_bitmap = my_get_glyph_bitmap_cb;  /*Set a callback to get bitmap of a glyp*/
 my_font.line_height = height;                       /*The real line height where any text fits*/
 my_font.base_line = base_line;                      /*Base line measured from the top of line_height*/
 my_font.dsc = something_required;                   /*Store any implementation specific data here*/
 my_font.user_data = user_data;                      /*Optionally some extra user data*/
 
 ...
 
 /* Get info about glyph of `unicode_letter` in `font` font.
  * Store the result in `dsc_out`.
  * The next letter (`unicode_letter_next`) might be used to calculate the width required by this glyph (kerning)
  */
 bool 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)
 {
     /*Your code here*/
 
     /* Store the result.
      * For example ...
      */
     dsc_out->adv_w = 12;        /*Horizontal space required by the glyph in [px]*/
     dsc_out->box_h = 8;         /*Height of the bitmap in [px]*/
     dsc_out->box_w = 6;         /*Width of the bitmap in [px]*/
     dsc_out->ofs_x = 0;         /*X offset of the bitmap in [pf]*/
     dsc_out->ofs_y = 3;         /*Y offset of the bitmap measured from the as line*/
     dsc_out->bpp   = 2;         /*Bits per pixel: 1/2/4/8*/
 
     return true;                /*true: glyph found; false: glyph was not found*/
 }
 
 
 /* Get the bitmap of `unicode_letter` from `font`. */
 const uint8_t * my_get_glyph_bitmap_cb(const lv_font_t * font, uint32_t unicode_letter)
 {
     /* Your code here */
 
     /* The bitmap should be a continuous bitstream where
      * each pixel is represented by `bpp` bits */
 
     return bitmap;    /*Or NULL if not found*/
LVGLのフォント・インターフェースは非常に柔軟に設計されていますが、それでも、LVGLの内部エンジンの代わりに、独自のフォント・エンジンを追加することができます。

たとえば、FreeTypeを使ってTTFフォントからグリフをリアルタイムにレンダリングしたり、外部フラッシュを使ってフォントのビットマップを保存し、ライブラリが必要とするときにそれを読み込むことができます。

すぐに使える FreeType は lv_freetype リポジトリで見つけることができます。

これを行うには、カスタム lv_font_t変数を作成する必要があります。

 /*Describe the properties of a font*/
 lv_font_t my_font;
 my_font.get_glyph_dsc = my_get_glyph_dsc_cb;        /*Set a callback to get info about gylphs*/
 my_font.get_glyph_bitmap = my_get_glyph_bitmap_cb;  /*Set a callback to get bitmap of a glyp*/
 my_font.line_height = height;                       /*The real line height where any text fits*/
 my_font.base_line = base_line;                      /*Base line measured from the top of line_height*/
 my_font.dsc = something_required;                   /*Store any implementation specific data here*/
 my_font.user_data = user_data;                      /*Optionally some extra user data*/
 
 ...
 
 /* Get info about glyph of `unicode_letter` in `font` font.
  * Store the result in `dsc_out`.
  * The next letter (`unicode_letter_next`) might be used to calculate the width required by this glyph (kerning)
  */
 bool 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)
 {
     /*Your code here*/
 
     /* Store the result.
      * For example ...
      */
     dsc_out->adv_w = 12;        /*Horizontal space required by the glyph in [px]*/
     dsc_out->box_h = 8;         /*Height of the bitmap in [px]*/
     dsc_out->box_w = 6;         /*Width of the bitmap in [px]*/
     dsc_out->ofs_x = 0;         /*X offset of the bitmap in [pf]*/
     dsc_out->ofs_y = 3;         /*Y offset of the bitmap measured from the as line*/
     dsc_out->bpp   = 2;         /*Bits per pixel: 1/2/4/8*/
 
     return true;                /*true: glyph found; false: glyph was not found*/
 }
 
 
 /* Get the bitmap of `unicode_letter` from `font`. */
 const uint8_t * my_get_glyph_bitmap_cb(const lv_font_t * font, uint32_t unicode_letter)
 {
     /* Your code here */
 
     /* The bitmap should be a continuous bitstream where
      * each pixel is represented by `bpp` bits */
 
     return bitmap;    /*Or NULL if not found*/


Use font fallback

英文 自動翻訳

You can specify fallback in lv_font_t to provide fallback to the font.

When the font fails to find glyph to a letter, it will try to let font from fallback to handle.


fallback can be chained, so it will try to solve until there is no fallback set.

 /* Roboto font doesn't have support for CJK glyphs */
 lv_font_t *roboto = my_font_load_function();
 /* Droid Sans Fallback has more glyphs but its typeface doesn't look good as Roboto */
 lv_font_t *droid_sans_fallback = my_font_load_function();
 /* So now we can display Roboto for supported characters while having wider characters set support */
 roboto->fallback = droid_sans_fallback;
lv_font_tfallbackを指定すると、フォントにフォールバックを提供することができます。

フォントが文字に対するグリフを見つけられなかったとき、fallbackからフォントに処理をさせようとします。

fallbackcan be chained, so it will try to solve until there is no fallbackset.
 /* Roboto font doesn't have support for CJK glyphs */
 lv_font_t *roboto = my_font_load_function();
 /* Droid Sans Fallback has more glyphs but its typeface doesn't look good as Roboto */
 lv_font_t *droid_sans_fallback = my_font_load_function();
 /* So now we can display Roboto for supported characters while having wider characters set support */
 roboto->fallback = droid_sans_fallback;


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