Fonts¶
In LVGL fonts are collections of bitmaps and other information required to render the images of the letters (glyph).
A font is stored in a lv_font_t
variable and can be set in style's text_font field. For example:
lv_style_set_text_font(&my_style, LV_STATE_DEFAULT, &lv_font_montserrat_28); /*Set a larger font*/
The fonts have a bpp (bits per pixel) property. It shows how many bits are used to describe a pixel in the 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 value means better quality).
The bpp also affects the required memory size to store the font. For example, bpp = 4 makes the font nearly 4 times greater compared to bpp = 1.
Unicode support¶
LVGL supports UTF-8 encoded Unicode characters.
Your editor needs to be configureed 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
by LV_FONT_... defines.
Normal fonts¶
Containing all the ASCII characters, the degree symbol (U+00B0), the bullet symbol (U+2022) and the build in symbols (see below).
LV_FONT_MONTSERRAT_12
12 px fontLV_FONT_MONTSERRAT_14
14 px fontLV_FONT_MONTSERRAT_16
16 px fontLV_FONT_MONTSERRAT_18
18 px fontLV_FONT_MONTSERRAT_20
20 px fontLV_FONT_MONTSERRAT_22
22 px fontLV_FONT_MONTSERRAT_24
24 px fontLV_FONT_MONTSERRAT_26
26 px fontLV_FONT_MONTSERRAT_28
28 px fontLV_FONT_MONTSERRAT_30
30 px fontLV_FONT_MONTSERRAT_32
32 px fontLV_FONT_MONTSERRAT_34
34 px fontLV_FONT_MONTSERRAT_36
36 px fontLV_FONT_MONTSERRAT_38
38 px fontLV_FONT_MONTSERRAT_40
40 px fontLV_FONT_MONTSERRAT_42
42 px fontLV_FONT_MONTSERRAT_44
44 px fontLV_FONT_MONTSERRAT_46
46 px fontLV_FONT_MONTSERRAT_48
48 px font
Special fonts¶
LV_FONT_MONTSERRAT_12_SUBPX
Same as normal 12 px font but with subpixel renderingLV_FONT_MONTSERRAT_28_COMPRESSED
Same as normal 28 px font but compressed font with 3 bppLV_FONT_DEJAVU_16_PERSIAN_HEBREW
16 px font with normal range + Hebrew, Arabic, Perisan letters and all their formsLV_FONT_SIMSUN_16_CJK
16 px font with normal range + 1000 most common CJK radicalsLV_FONT_UNSCII_8
8 px pixel perfect font with only ASCII charactersLV_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 16 px hight font. To use them in a style, just add a pointer to a font variable like shown above.
The built-in fonts have bpp = 4, contains the ASCII characters and uses 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 as:
lv_label_set_text(my_label, LV_SYMBOL_OK);
Or with together with strings:
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 of the languages use Left-to-Right (LTR for short) writing direction, however some languages (such as Hebrew, Persian or Arabic) uses 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:
The BiDi support can be 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, base direction is applied not only for labels. It's a general property which can be set for every object. If unset then it will be inherited from the parent. So it's enough to set the base direction of the screen and every object will inherit it.
The default base direction of screen 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 direction 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 the base direction from the parent (default 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
: Show the box on the rightlv_btnmatrix
: Show buttons from right to leftlv_list
: Show the icon on the rightlv_dropdown
: Align the options to the rightThe texts in
lv_table
,lv_btnmatrix
,lv_keyboard
,lv_tabview
,lv_dropdown
,lv_roller
are "BiDi processed" to be displayed correctly
Arabic and Persian support¶
There are some special rules to display Arabic and Persian characters: the form of the character depends on their position in the text. A different form of the same letter needs to be used if it isolated, start, middle or end position. Besides these some conjunction rules also should be taken into account.
LVGL supports to apply these rules if LV_USE_ARABIC_PERSIAN_CHARS
is enabled.
However, there some limitations:
Only displaying texts is supported (e.g. on labels), text inputs (e.g. text area) doesn't support this feature
Static text (i.e. const) are not processed. E.g. texts set by
lv_label_set_text()
will "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 means to triple the horizontal resolution by rendering on Red, Green and Blue channel instead of pixel level. It takes advantage of the position of physical color channels of each pixel. It results in higher quality letter anti-aliasing. Lear more here.
Subpixel rendering requires to generate the fonts with special settings:
In the online converter tick the
Subpixel
boxIn the command line tool use
--lcd
flag. Note that the generated font needs about 3 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 the LVGL assumes RGB
order, however it can be swapped by setting LV_SUBPX_BGR 1
in lv_conf.h.
Compress fonts¶
The bitmaps of the fonts can be compressed by
ticking the
Compressed
check box in the online converternot passing
--no-compress
flag to the offline converter (applies compression by default)
The compression is more effective with larger fonts and higher bpp. However, it's about 30% slower to render the compressed fonts. Therefore it's recommended to compress only the largest fonts of 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 performance cost is smaller)
Add new font¶
There are several ways to add a new font to your project:
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.
Use the Offline font converter. (Requires Node.js to be installed)
If you want to create something like the built-in fonts (Roboto font and symbols) but in different size and/or ranges, you can use the
built_in_font_gen.py
script inlvgl/scripts/built_in_font
folder. (It requires Python andlv_font_conv
to be installed)
To declare the font in a file, use LV_FONT_DECLARE(my_font_name)
.
To make the fonts globally available (like the builtin fonts), add them to LV_FONT_CUSTOM_DECLARE
in lv_conf.h.
Add new symbols¶
The built-in symbols are created from FontAwesome font.
Search symbol on https://fontawesome.com. For example the USB symbol. Copy it's Unicode ID which is
0xf287
in this case.Open the Online font converter. Add Add FontAwesome.woff. .
Set the parameters such as Name, Size, BPP. You'll use this name to declare and use the font in your code.
Add the Unicode ID of the symbol to the range field. E.g.
0xf287
for the USB symbol. More symbols can be enumerated with,
.Convert the font and copy it to your project. Make sure to compile the .c file of your font.
Declare the font using
extern lv_font_t my_font_name;
or simplyLV_FONT_DECLARE(my_font_name);
.
Using the symbol
Convert the Unicode value to UTF8. You can do it e.g on this site. For
0xf287
the Hex UTF-8 bytes areEF 8A 87
.Create a
define
from the UTF8 values:#define MY_USB_SYMBOL "\xEF\x8A\x87"
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
Load font in run-time¶
lv_font_load
can be used to load a font from a file. The font to load needs to have a special binary format. (Not TTF or WOFF).
Use lv_font_conv with --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 needs to 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);
Add a new font engine¶
LVGL's font interface is designed to be very flexible. You don't need to use LVGL's internal font engine but, you can add your own. For example, 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*/
}