Struct egui::FontDefinitions[][src]

pub struct FontDefinitions {
    pub font_data: BTreeMap<String, Cow<'static, [u8]>>,
    pub fonts_for_family: BTreeMap<FontFamily, Vec<String, Global>>,
    pub family_and_size: BTreeMap<TextStyle, (FontFamily, f32)>,
}
Expand description

Describes the font data and the sizes to use.

Often you would start with FontDefinitions::default() and then add/change the contents.

let mut fonts = FontDefinitions::default();

// Large button text:
fonts.family_and_size.insert(
    TextStyle::Button,
    (FontFamily::Proportional, 32.0)
);

ctx.set_fonts(fonts);

You can also install your own custom fonts:

let mut fonts = FontDefinitions::default();

// Install my own font (maybe supporting non-latin characters):
fonts.font_data.insert("my_font".to_owned(),
   std::borrow::Cow::Borrowed(include_bytes!("../../fonts/Ubuntu-Light.ttf"))); // .ttf and .otf supported

// Put my font first (highest priority):
fonts.fonts_for_family.get_mut(&FontFamily::Proportional).unwrap()
    .insert(0, "my_font".to_owned());

// Put my font as last fallback for monospace:
fonts.fonts_for_family.get_mut(&FontFamily::Monospace).unwrap()
    .push("my_font".to_owned());

ctx.set_fonts(fonts);

Fields

font_data: BTreeMap<String, Cow<'static, [u8]>>

List of font names and their definitions. The definition must be the contents of either a .ttf or .otf font file.

epaint has built-in-default for these, but you can override them if you like.

fonts_for_family: BTreeMap<FontFamily, Vec<String, Global>>

Which fonts (names) to use for each FontFamily.

The list should be a list of keys into Self::font_data. When looking for a character glyph epaint will start with the first font and then move to the second, and so on. So the first font is the primary, and then comes a list of fallbacks in order of priority.

family_and_size: BTreeMap<TextStyle, (FontFamily, f32)>

The FontFamily and size you want to use for a specific TextStyle.

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