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Allow using WOFF fonts in DynamicFont
This is already supported by FreeType, but it wasn't exposed. Adding support for WOFF2 would require linking a Brotli decompression library in Godot, so only WOFF1 is exposed here.
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DynamicFont renders vector font files at runtime.
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</brief_description>
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<description>
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DynamicFont renders vector font files (such as TTF or OTF) dynamically at runtime instead of using a prerendered texture atlas like [BitmapFont]. This trades the faster loading time of [BitmapFont]s for the ability to change font parameters like size and spacing during runtime. [DynamicFontData] is used for referencing the font file paths. DynamicFont also supports defining one or more fallback fonts, which will be used when displaying a character not supported by the main font.
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DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library for rasterization.
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DynamicFont renders vector font files dynamically at runtime instead of using a prerendered texture atlas like [BitmapFont]. This trades the faster loading time of [BitmapFont]s for the ability to change font parameters like size and spacing during runtime. [DynamicFontData] is used for referencing the font file paths. DynamicFont also supports defining one or more fallback fonts, which will be used when displaying a character not supported by the main font.
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DynamicFont uses the [url=https://www.freetype.org/]FreeType[/url] library for rasterization. Supported formats are TrueType ([code].ttf[/code]), OpenType ([code].otf[/code]) and Web Open Font Format 1 ([code].woff[/code]). Web Open Font Format 2 ([code].woff2[/code]) is [i]not[/i] supported.
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[codeblock]
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var dynamic_font = DynamicFont.new()
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dynamic_font.font_data = load("res://BarlowCondensed-Bold.ttf")
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