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[UI] Changed default Windows font & Allow loading custom font #2135

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@Gliniak Gliniak commented Feb 25, 2023

  • Changed font on Windows to tahoma
  • Allowed loading Greek and Cyrillic glyphs
  • Unified font size to 12. This causes default UI to look a bit bigger
  • Set oversample to 2 to make font more readable (especially custom fonts)

@Gliniak Gliniak force-pushed the fontLoader branch 2 times, most recently from cd3180b to bef4e5d Compare February 25, 2023 18:57
@gandalfthewhite19890404

Hello!
Can you add more glyph ranges - not only Latin?

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Gliniak commented Feb 26, 2023

Sure (at least on windows), do you know font that looks good and support these glyphs?

@gandalfthewhite19890404

SegoeUI, Arial, Times New Roman.
There many of them, if some font does not have needed symbols - there will be a question marks. So adding glyphs to sources is safe change. If I talk wrong things - sorry, make edits.

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Gliniak commented Feb 27, 2023

Not sure what's a better idea there.
To assume that custom font might include them or to always load another font that will contain them?

@gandalfthewhite19890404

What if bundle with emulator some free nice looking font as default, for example Koruri, it could be big - size is an issue?
And let user to choose his own font if he wants?

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Gliniak commented Mar 15, 2023

I will suggest similar solution that is used in canary.

Priority of font loading:

  1. Custom font
  2. (on windows only) Tahoma from fonts directory

If no font is loaded then load default font.

  • at the end always load Japanese font

How Tahoma looks like (with font set to 16)
obraz

@gandalfthewhite19890404

Brilliant! Thank you very much!!!

@Gliniak Gliniak changed the title [UI] Allow loading custom font [UI] Changed default Windows font & Allow loading custom font Mar 22, 2023
PWSTR fonts_dir;
HRESULT result = SHGetKnownFolderPath(FOLDERID_Fonts, 0, NULL, &fonts_dir);
if (FAILED(result)) {
CoTaskMemFree(static_cast<void*>(fonts_dir));
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fonts_dir would likely (though I'm not entirely sure about this specific case, of course) only be initialized if the function has succeeded, this freeing may cause a crash.

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https://learn.microsoft.com/en-us/windows/win32/api/shlobj_core/nf-shlobj_core-shgetknownfolderpath

The calling process is responsible for freeing this resource once it is no longer needed by calling [CoTaskMemFree](https://learn.microsoft.com/en-us/windows/desktop/api/combaseapi/nf-combaseapi-cotaskmemfree), whether SHGetKnownFolderPath succeeds or not

font_path = std::wstring(fonts_dir);
CoTaskMemFree(static_cast<void*>(fonts_dir));
#endif
font_path.append(font_name);
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A blank line above this line would make the code visually more structured.

0,
};

const std::filesystem::path ImGuiDrawer::GetWindowsFont(std::string font_name) {
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I think this might have been more platform-independent as other operating systems also have their own font storages, and possibly accepting the name (family, weight, italic, etc. possibly) of the font with the necessary lookups in the OS rather than directly the file name. The fallback behavior is also pretty non-obvious in this function. On Windows, it returns an empty path if it has failed to obtain the system fonts directory. However, on other platforms, it just silently tries to get the path from the working directory instead.

const std::filesystem::path font_path = GetWindowsFont("tahoma.ttf");
if (!std::filesystem::exists(font_path)) {
XELOGW(
"Unable to find tahoma font in Windows fonts directory. Switching to "
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tahoma → Tahoma

- Unified font size to 12. This causes default UI to look a bit bigger
- Set oversample to 2 to make font more readable (especially custom fonts)
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4 participants