App:Library:LVGL:docs:Overview:Fonts
https://docs.lvgl.io/8.2/overview/style.html
| 英文 | 自動翻訳 |
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Fonts
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.
Unicode support
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.
Built-in fonts
There are several built-in fonts in different sizes, which can be enabled in lv_conf.h with LV_FONT_... defines.
Normal fonts
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_1212 px fontLV_FONT_MONTSERRAT_1414 px fontLV_FONT_MONTSERRAT_1616 px fontLV_FONT_MONTSERRAT_1818 px fontLV_FONT_MONTSERRAT_2020 px fontLV_FONT_MONTSERRAT_2222 px fontLV_FONT_MONTSERRAT_2424 px fontLV_FONT_MONTSERRAT_2626 px fontLV_FONT_MONTSERRAT_2828 px fontLV_FONT_MONTSERRAT_3030 px fontLV_FONT_MONTSERRAT_3232 px fontLV_FONT_MONTSERRAT_3434 px fontLV_FONT_MONTSERRAT_3636 px fontLV_FONT_MONTSERRAT_3838 px fontLV_FONT_MONTSERRAT_4040 px fontLV_FONT_MONTSERRAT_4242 px fontLV_FONT_MONTSERRAT_4444 px fontLV_FONT_MONTSERRAT_4646 px fontLV_FONT_MONTSERRAT_4848 px font
Special fonts
LV_FONT_MONTSERRAT_12_SUBPXSame as normal 12 px font but with subpixel renderingLV_FONT_MONTSERRAT_28_COMPRESSEDSame as normal 28 px font but stored as a compressed font with 3 bppLV_FONT_DEJAVU_16_PERSIAN_HEBREW16 px font with normal range + Hebrew, Arabic, Persian letters and all their formsLV_FONT_SIMSUN_16_CJK16 px font with normal range plus 1000 of the most common CJK radicalsLV_FONT_UNSCII_88 px pixel perfect font with only ASCII charactersLV_FONT_UNSCII_1616 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);
Special features
Bidirectional support
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 directionLV_BIDI_DIR_RTL: Right to Left base directionLV_BIDI_DIR_AUTO: Auto detect base directionLV_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 leftlv_checkbox: Shows the box on the rightlv_btnmatrix: Shows buttons from right to leftlv_list: Shows icons on the rightlv_dropdown: Aligns options to the right- The texts in
lv_table,lv_btnmatrix,lv_keyboard,lv_tabview,lv_dropdown,lv_rollerare "BiDi processed" to be displayed correctly
Arabic and Persian support
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" butlv_lable_set_text_static()won't. - Text get functions (e.g.
lv_label_get_text()) will return the processed text.
Subpixel rendering
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
Subpixelbox - In the command line tool use
--lcdflag. 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.