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## Fonts
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The code in imgui.cpp embeds a copy of 'ProggyClean.ttf' (by Tristan Grimmer),
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a 13 pixels high, pixel-perfect font used by default. We embed it font in source code so you can use Dear ImGui without any file system access.
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You may also load external .TTF/.OTF files. The files in this folder are suggested fonts, provided as a convenience.
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Fonts are rasterized in a single texture at the time of calling either of
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- `io.Fonts->GetTexDataAsAlpha8()`
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- `GetTexDataAsRGBA32()/Build()`
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**Please read the FAQ:** https://www.dearimgui.org/faq
Please use the Discord server: http://discord.dearimgui.org and not the GitHub issue tracker for basic font loading questions.
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---------------------------------------
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| Index |
|:---------------------------------------|
| [Readme First ](#readme-first ) |
| [Using Icons ](#using-icons ) |
| [Fonts Loading Instructions ](#font-loading-instructions ) |
| [FreeType Rasterizer, Small Font Sizes ](#freeType-rasterizer-small-font-sizes ) |
| [Building Custom Glyph Ranges ](#building-custom-glyph-ranges ) |
| [Using Custom Colorful Icons ](#using-custom-colorful-icons ) |
| [Embedding Fonts In Source Code ](#embedding-fonts-in-source-code ) |
| [Credits/Licenses For Fonts Included In This Folder ](#creditslicenses-for-fonts-included-in-this-folder ) |
| [Font Links ](#font-links ) |
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---------------------------------------
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## Readme First
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- You can use the style editor ImGui::ShowStyleEditor() in the "Fonts" section to browse your fonts
and understand what's going on if you have an issue.
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- Make sure your font ranges data are persistent (available during the call to GetTexDataAsAlpha8()/GetTexDataAsRGBA32()/Build().
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- Use C++11 u8"my text" syntax to encode literal strings as UTF-8. e.g.:
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```
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u8"hello"
u8"こんにちは" // this will be encoded as UTF-8
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```
- If you want to include a backslash \ character in your string literal, you need to double them e.g. "folder\\\filename".
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---------------------------------------
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## Using Icons
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- Using an icon font (such as [FontAwesome ](http://fontawesome.io ) or [OpenFontIcons ](https://github.com/traverseda/OpenFontIcons )) is an easy and practical way to use icons in your Dear ImGui application.
- A common pattern is to merge the icon font within your main font, so you can embed icons directly from your strings without having to change fonts back and forth.
- To refer to the icon UTF-8 codepoints from your C++ code, you may use those headers files created by Juliette Foucaut:
https://github.com/juliettef/IconFontCppHeaders
**The C++11 version of those files uses the u8"" utf-8 encoding syntax + \u**
` #define ICON_FA_SEARCH u8"\uf002" `
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**The pre-C++11 version has the values directly encoded as utf-8:**
` #define ICON_FA_SEARCH "\xEF\x80\x82" `
Example Setup:
```cpp
// Merge icons into default tool font
#include "IconsFontAwesome.h"
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ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
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ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 13.0f; // Use if you want to make the icon monospaced
static const ImWchar icon_ranges[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
io.Fonts->AddFontFromFileTTF("fonts/fontawesome-webfont.ttf", 13.0f, & config, icon_ranges);
```
Example Usage:
```cpp
// Usage, e.g.
ImGui::Text("%s among %d items", ICON_FA_SEARCH, count);
ImGui::Button(ICON_FA_SEARCH " Search");
// C string _literals_ can be concatenated at compilation time, e.g. "hello" " world"
// ICON_FA_SEARCH is defined as a string literal so this is the same as "A" "B" becoming "AB"
```
See Links below for other icons fonts and related tools.
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---------------------------------------
## Font Loading Instructions
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Load default font:
```cpp
ImGuiIO& io = ImGui::GetIO();
io.Fonts->AddFontDefault();
```
Load .TTF/.OTF file with:
```cpp
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ImGuiIO& io = ImGui::GetIO();
ImFont* font1 = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
ImFont* font2 = io.Fonts->AddFontFromFileTTF("anotherfont.otf", size_pixels);
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// Select font at runtime
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ImGui::Text("Hello"); // use the default font (which is the first loaded font)
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ImGui::PushFont(font2);
ImGui::Text("Hello with another font");
ImGui::PopFont();
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```
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For advanced options create a ImFontConfig structure and pass it to the AddFont function (it will be copied internally):
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```cpp
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ImFontConfig config;
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config.OversampleH = 2;
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config.OversampleV = 1;
config.GlyphExtraSpacing.x = 1.0f;
ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, &config);
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```
**Read about oversampling [here ](https://github.com/nothings/stb/blob/master/tests/oversample )**
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- If you have very large number of glyphs or multiple fonts, the texture may become too big for your graphics API.
- The typical result of failing to upload a texture is if every glyphs appears as white rectangles.
- In particular, using a large range such as GetGlyphRangesChineseSimplifiedCommon() is not recommended unless you set OversampleH/OversampleV to 1 and use a small font size.
- Mind the fact that some graphics drivers have texture size limitation.
- If you are building a PC application, mind the fact that your users may use hardware with lower limitations than yours.
Some solutions:
1. Reduce glyphs ranges by calculating them from source localization data.
You can use ImFontGlyphRangesBuilder for this purpose, this will be the biggest win!
2. You may reduce oversampling, e.g. config.OversampleH = config.OversampleV = 1, this will largely reduce your texture size.
3. Set io.Fonts.TexDesiredWidth to specify a texture width to minimize texture height (see comment in ImFontAtlas::Build function).
4. Set io.Fonts.Flags |= ImFontAtlasFlags_NoPowerOfTwoHeight; to disable rounding the texture height to the next power of two.
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Combine two fonts into one:
```cpp
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// Load a first font
ImFont* font = io.Fonts->AddFontDefault();
// Add character ranges and merge into the previous font
// The ranges array is not copied by the AddFont* functions and is used lazily
// so ensure it is available at the time of building or calling GetTexDataAsRGBA32().
static const ImWchar icons_ranges[] = { 0xf000, 0xf3ff, 0 }; // Will not be copied by AddFont* so keep in scope.
ImFontConfig config;
config.MergeMode = true;
io.Fonts->AddFontFromFileTTF("DroidSans.ttf", 18.0f, & config, io.Fonts->GetGlyphRangesJapanese());
io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 18.0f, & config, icons_ranges);
io.Fonts->Build();
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```
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Add a fourth parameter to bake specific font ranges only:
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```cpp
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// Basic Latin, Extended Latin
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesDefault());
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// Default + Selection of 2500 Ideographs used by Simplified Chinese
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesChineseSimplifiedCommon());
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// Default + Hiragana, Katakana, Half-Width, Selection of 1946 Ideographs
io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
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```
See [Building Custom Glyph Ranges ](#building-custom-glyph-ranges ) section to create your own ranges.
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Offset font vertically by altering the io.Font->DisplayOffset value:
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```cpp
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ImFont* font = io.Fonts->AddFontFromFileTTF("font.ttf", size_pixels);
font->DisplayOffset.y = 1; // Render 1 pixel down
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```
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---------------------------------------
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## Freetype Rasterizer, Small Font Sizes
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- Dear ImGui uses imstb\_truetype.h to rasterize fonts (with optional oversampling). This technique and its implementation are not ideal for fonts rendered at small sizes, which may appear a little blurry or hard to read.
- There is an implementation of the ImFontAtlas builder using FreeType that you can use in the misc/freetype/ folder.
- FreeType supports auto-hinting which tends to improve the readability of small fonts.
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**Note**
- This code currently creates textures that are unoptimally too large (could be fixed with some work).
- Also note that correct sRGB space blending will have an important effect on your font rendering quality.
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---------------------------------------
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## Building Custom Glyph Ranges
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You can use the ImFontGlyphRangesBuilder helper to create glyph ranges based on text input. For example: for a game where your script is known, if you can feed your entire script to it and only build the characters the game needs.
```cpp
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ImVector< ImWchar > ranges;
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ImFontGlyphRangesBuilder builder;
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builder.AddText("Hello world"); // Add a string (here "Hello world" contains 7 unique characters)
builder.AddChar(0x7262); // Add a specific character
builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, ranges.Data);
io.Fonts->Build(); // Build the atlas while 'ranges' is still in scope and not deleted.
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```
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---------------------------------------
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## Using Custom Colorful Icons
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**(This is a BETA api, use if you are familiar with dear imgui and with your rendering back-end)**
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- You can use the ImFontAtlas::AddCustomRect() and ImFontAtlas::AddCustomRectFontGlyph() api to register rectangles that will be packed into the font atlas texture. Register them before building the atlas, then call Build().
- You can then use ImFontAtlas::GetCustomRectByIndex(int) to query the position/size of your rectangle within the texture, and blit/copy any graphics data of your choice into those rectangles.
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#### Pseudo-code:
```
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// Add font, then register two custom 13x13 rectangles mapped to glyph 'a' and 'b' of this font
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ImFont* font = io.Fonts->AddFontDefault();
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int rect_ids[2];
rect_ids[0] = io.Fonts->AddCustomRectFontGlyph(font, 'a', 13, 13, 13+1);
rect_ids[1] = io.Fonts->AddCustomRectFontGlyph(font, 'b', 13, 13, 13+1);
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// Build atlas
io.Fonts->Build();
// Retrieve texture in RGBA format
unsigned char* tex_pixels = NULL;
int tex_width, tex_height;
io.Fonts->GetTexDataAsRGBA32(& tex_pixels, & tex_width, &tex_height);
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for (int rect_n = 0; rect_n < IM_ARRAYSIZE ( rect_ids ) ; rect_n + + )
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{
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int rect_id = rects_ids[rect_n];
if (const ImFontAtlas::CustomRect* rect = io.Fonts->GetCustomRectByIndex(rect_id))
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{
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// Fill the custom rectangle with red pixels (in reality you would draw/copy your bitmap data here!)
for (int y = 0; y < rect- > Height; y++)
{
ImU32* p = (ImU32*)tex_pixels + (rect->Y + y) * tex_width + (rect->X);
for (int x = rect->Width; x > 0; x--)
*p++ = IM_COL32(255, 0, 0, 255);
}
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}
}
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```
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---------------------------------------
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## Embedding Fonts In Source Code
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- Compile and use 'binary\_to\_compressed\_c.cpp' to create a compressed C style array that you can embed in source code.
- See the documentation in binary\_to\_compressed\_c.cpp for instruction on how to use the tool.
- You may find a precompiled version binary_to_compressed_c.exe for Windows instead of demo binaries package (see README).
- The tool can optionally output Base85 encoding to reduce the size of _source code_ but the read-only arrays in the actual binary will be about 20% bigger.
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Then load the font with:
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` ImFont* font = io.Fonts->AddFontFromMemoryCompressedTTF(compressed_data, compressed_data_size, size_pixels, ...); `
or
`ImFont* font = io.Fonts- AddFontFromMemoryCompressedBase85TTF(compressed_data_base85, size_pixels, ...);
`
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---------------------------------------
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## Credits/Licenses For Fonts Included In This Folder
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Roboto-Medium.ttf
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Apache License 2.0
by Christian Robertson
https://fonts.google.com/specimen/Roboto
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Cousine-Regular.ttf
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by Steve Matteson
Digitized data copyright (c) 2010 Google Corporation.
Licensed under the SIL Open Font License, Version 1.1
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https://fonts.google.com/specimen/Cousine
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DroidSans.ttf
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Copyright (c) Steve Matteson
Apache License, version 2.0
https://www.fontsquirrel.com/fonts/droid-sans
ProggyClean.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
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recommended loading setting: Size = 13.0, DisplayOffset.Y = +1
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http://www.proggyfonts.net/
ProggyTiny.ttf
Copyright (c) 2004, 2005 Tristan Grimmer
MIT License
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recommended loading setting: Size = 10.0, DisplayOffset.Y = +1
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http://www.proggyfonts.net/
Karla-Regular.ttf
Copyright (c) 2012, Jonathan Pinhorn
SIL OPEN FONT LICENSE Version 1.1
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---------------------------------------
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## Font Links
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#### ICON FONTS
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C/C++ header for icon fonts (#define with code points to use in source code string literals)
https://github.com/juliettef/IconFontCppHeaders
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FontAwesome
https://fortawesome.github.io/Font-Awesome
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OpenFontIcons
https://github.com/traverseda/OpenFontIcons
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Google Icon Fonts
https://design.google.com/icons/
Kenney Icon Font (Game Controller Icons)
https://github.com/nicodinh/kenney-icon-font
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IcoMoon - Custom Icon font builder
https://icomoon.io/app
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#### REGULAR FONTS
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Google Noto Fonts (worldwide languages)
https://www.google.com/get/noto/
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Open Sans Fonts
https://fonts.google.com/specimen/Open+Sans
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(Japanese) M+ fonts by Coji Morishita are free
http://mplus-fonts.sourceforge.jp/mplus-outline-fonts/index-en.html
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#### MONOSPACE FONTS
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(Pixel Perfect) Proggy Fonts, by Tristan Grimmer
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http://www.proggyfonts.net or http://upperbounds.net
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(Pixel Perfect) Sweet16, Sweet16 Mono, by Martin Sedlak (Latin + Supplemental + Extended A)
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https://github.com/kmar/Sweet16Font
Also include .inl file to use directly in dear imgui.
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Google Noto Mono Fonts
https://www.google.com/get/noto/
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Typefaces for source code beautification
https://github.com/chrissimpkins/codeface
Programmation fonts
http://s9w.github.io/font_compare/
Inconsolata
http://www.levien.com/type/myfonts/inconsolata.html
Adobe Source Code Pro: Monospaced font family for user interface and coding environments
https://github.com/adobe-fonts/source-code-pro
Monospace/Fixed Width Programmer's Fonts
http://www.lowing.org/fonts/
Or use Arial Unicode or other Unicode fonts provided with Windows for full characters coverage (not sure of their licensing).