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Access to OpenType features #23951

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mm-2018 opened this issue Nov 24, 2018 · 1 comment
Closed

Access to OpenType features #23951

mm-2018 opened this issue Nov 24, 2018 · 1 comment

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@mm-2018
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mm-2018 commented Nov 24, 2018

Would Godot Game Engine be eventually able to access OpenType features? I've found fonts I may want to use for projects as part of the UI, but the alternate glyphs I want to use from them can only be accessed via HTML/CSS online or by deliberately modifying the font by swapping out glyphs using FontForge. The latter option would work, but it is especially inelegant and slow for certain Latin glyphs that are ambiguous or otherwise commonly used, and have many diacritics.

For instance, a font has a single storey "a" available, but can only be typically accessed via CSS. The letter already has numerous diacritics, and depending on the font family, has numerous styles and weights as well.

Are there plans to include this, or are there any workarounds?

@Calinou
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Calinou commented Dec 24, 2020

This was implemented in #41100, closing. Variable fonts and font ligatures are also supported in 4.0.

In 3.2.x, you can use a tool like pyftfreeze or fonttools-opentype-feature-freezer to "freeze" alternative characters into a font file.

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