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Symbols are not displayed in labels #6834

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ghost opened this issue Oct 15, 2016 · 12 comments
Closed

Symbols are not displayed in labels #6834

ghost opened this issue Oct 15, 2016 · 12 comments
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@ghost
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ghost commented Oct 15, 2016

Godot 2.2 alpha linux x32

@Zylann checked it QA https://godotengine.org/qa/8893/special-characters-in-labels

Godot doesn't display special characters from fonts for some reason.

@eon-s
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eon-s commented Oct 15, 2016

I don't see the emojis in Noto Sans, I see no text with Noto Sans Emoji/Color Emoji but can see the pencil.
pencilnoto
this is with the Noto Sans Color Emoji

Here, Noto does not show the pencil character if you edit the text:
https://fonts.google.com/?query=noto+sans

Are you sure the font you had used includes the character?

@Zylann
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Zylann commented Oct 15, 2016

How did you get that pencil? Do you mean it's only included in a specific version of Noto?

@eon-s
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eon-s commented Oct 15, 2016

@Zylann you import only a single "specimen", the pencil is in the Noto Sans Emoji (imported in Unicode mode)

I don't know how to import many specimens in one set to allow characters and emojis in one font, maybe the custom mode is for that.

ps: in the PNG files created as resources, with regular noto I don't see any emoji

@ghost
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ghost commented Oct 17, 2016

@eon-s On QA follow the link with charmap detailing the origin of the character. It is included in Noto Sans/Common and the main problem is it being inaccessible from a ttf file already included in project. So character is there, font is there, godot doesn't display it.
Not sure about Noto Emoji, never saw that one.
P. S. No idea why you are so fixated on emojis. Never mentioned them even once.

@eon-s
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eon-s commented Oct 17, 2016

@ArcFutahito the screenshot suggest you are using Noto Sans Regular, I have tried downloading even extended versions and all show squares, checked the font with KfontView and it does not show any emoji-like symbol.

Can you share a link to the font that is supposed to have the emoji symbols and letters in the same file?

@ghost
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ghost commented Oct 17, 2016

@eon-s I think noto regular should have it?
https://www.google.com/get/noto/

@eon-s
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eon-s commented Oct 17, 2016

I was looking at other fonts, like Open Sans Emoji and Emoji One and realized something, looks like the fonts sometimes have missing parts and when that happens, some kind of fall back to a default font...

So, I have tried something and got this:
fonthell

That is the result of Noto Emoji Regular (a small set of symbols https://www.google.com/get/noto/#emoji-zsye ) and Noto Regular as fallback (which does not have any emoji).

I don't know if is the intended way to work with fonts on Godot but works.

ps: Noto Color Emoji does not works (I was confused, it seems), also other colored fonts, but may not be a Godot issue.
pps: Is possible to do the same with Emoji One but that font has horrible numbers.

@ghost
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ghost commented Oct 22, 2016

Huh. I need to try it with dynamic fonts. Also, can you tell me how exactly you added symbols to labels? I've tried a lot of stuff, nothing seems to work

@eon-s
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eon-s commented Oct 22, 2016

@ArcFutahito Import a font specimen with emoji
symbolfonts1
Mode Unicode, works on Bitmap and Distance Field

Then import a regular font, not sure if matters the mode
symbolfonts2

Create a lablel with emoji font and add the regular as fallback
symbolfonts3

Modify the text on the label to update the display of the contents if already has something on it.


Here comes the Strange Things(TM), you will see many symbols on the png's of the emoji fonts but some or many of those symbols won't appear in your font browser (like charmap for windows) if installed, and you can use only what you see there, not copypasting from a web browser (some work, many don't).

I think that maybe there is a different specification on the new fonts making it broken on systems or completelly unusable (like emojione on OSX or the colored fonts almost everywhere)

Made a project with the noto fonts included and used with the fallback and emojione imported too

symbolfont.zip

@ghost
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ghost commented Oct 22, 2016

Hm. So I guess Dynamic Font isn't going to be a thing in my project. That sucks =\

@eon-s
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eon-s commented Oct 22, 2016

@ArcFutahito that mysterious custom mode may have something, because images are there but Unicode can't see them

@eon-s eon-s mentioned this issue Sep 2, 2017
@eon-s
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eon-s commented Jan 15, 2018

This feature can be considered added and working now on Godot 3

@akien-mga akien-mga added this to the 3.0 milestone Jan 15, 2018
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