In LittlevGL fonts are collections of bitmaps and other information required to render the images of the letters (glyph). A font is stored in a lv_font_t variable and can be set it in style’s text.font field. For example:

my_style.text.font = &lv_font_roboto_28;  /*Set a larger font*/

The fonts have a bpp (Bit-Per-Pixel) property. It shows how many bits are used to describe a pixel in the font. The value stored for a pixel determines the pixel’s opacity. This way with higher bpp the edges of the letter can be smoother. The possible bpp values are 1, 2, 4 and 8 (higher value means better quality).

The bpp also affects the required memory size to store the font. E.g. bpp = 4 makes the font ~4 times greater compared to bpp = 1.

Unicode support

LittlevGL supports UTF-8 encoded Unicode characters. You need to configure your editor to save your code/text as UTF-8 (usually this the default) and be sure LV_TXT_ENC is set to LV_TXT_ENC_UTF8 in lv_conf.h. (This is the default value)

To test it try

lv_obj_t * label1 = lv_label_create(lv_scr_act(), NULL);
lv_label_set_text(label1, LV_SYMBOL_OK);

If all works well a ✓ character should be displayed.

Built-in fonts

There are several built-in fonts in different sizes which can be enabled in lv_conf.h by LV_FONT_… defines:

  • LV_FONT_ROBOTO_12 12 px

  • LV_FONT_ROBOTO_16 16 px

  • LV_FONT_ROBOTO_22 22 px

  • LV_FONT_ROBOTO_28 28 px

The built-in fonts are global variables with names like lv_font_roboto_16 for 16 px hight font. To use them in a style just add a pointer to a font variable like shown above.

The built-in fonts have bpp = 4, contains the ASCII characters and uses the Roboto font.

In addition to the ASCII rangle, the following symbols are also added to the built-in fonts from the FontAwesome font.

Built-in Symbols in LittlevGL

The symbols can be used as:

lv_label_set_text(my_label, LV_SYMBOL_OK);

Or with together with strings:

lv_label_set_text(my_label, LV_SYMBOL_OK "Apply");

Or more symbols together:

lv_label_set_text(my_label, LV_SYMBOL_OK LV_SYMBOL_WIFI LV_SYMBOL_PLAY);

Add new font

There are several ways to add a new font to your project:

  1. The most simple way is to use the Online font converter. Just set the parameters, click the Convert button, copy the font to your project and use it.

  2. Use the Offline font converter. (Requires Node.js to be installed)

  3. If you want to create something like the built-in fonts (Roboto font and symbols) but in different size and/or ranges you can use the script in lvgl/scripts/built_in_font folder. (It requires Python and lv_font_conv to be installed)

To declare the font in a file use LV_FONT_DECLARE(my_font_name).

To make to font globally available add them to LV_FONT_CUSTOM_DECLARE in lv_conf.h.

Add new symbols

The built-in symbols are created from FontAwesome font. To add new symbols from the FontAwesome font do the following steps:

  1. Search symbol on For example the USB symbol

  2. Open the Online font converter add FontAwesome.ttf and add the Unicode ID of the symbol to the range field. E.g. 0xf287 for the USB symbol. More symbols can be enumerated with ,.

  3. Convert the font and copy it to your project.

  4. Convert the Unicode value to UTF8. You can do it e.g.on this site. For 0xf287 the Hex UTF-8 bytes are EF 8A 87.

  5. Create a define from the UTF8 values: #define MY_USB_SYMBOL "\xEF\x8A\x87"

  6. Use the symbol as the built-in symbols. lv_label_set_text(label, MY_USB_SYMBOL)

Add a new font engine

LittlevGL’s font interface is designed to be very flexible. You don’t need to use LittlevGL’s internal font engine but you can add your own. For example use FreeType to real-time render glyphs from TTF fonts or use an external flash to store the font’s bitmap and read them when the library need them.

To do this a custom lv_font_t variable needs to be created:

/*Describe the properties of a font*/
lv_font_t my_font;
my_font.get_glyph_dsc = my_get_glyph_dsc_cb;        /*Set a callback to get info about gylphs*/
my_font.get_glyph_bitmap = my_get_glyph_bitmap_cb;  /*Set a callback to get bitmap of a glyp*/
my_font.line_height = height;                       /*The real line height where any text fits*/
my_font.base_line = base_line;                      /*Base line measured from the top of line_height*/
my_font.dsc = something_required;                   /*Store any implementation specific data here*/
my_font.user_data = user_data;                      /*Optionally some extra user data*/


/* Get info about glyph of `unicode_letter` in `font` font. 
 * Store the result in `dsc_out`.
 * The next letter (`unicode_letter_next`) might be used to calculate the width required by this glyph (kerning)
bool my_get_glyph_dsc_cb(const lv_font_t * font, lv_font_glyph_dsc_t * dsc_out, uint32_t unicode_letter, uint32_t unicode_letter_next)
    /*Your code here*/
    /* Store the result.
     * For example ... 
    dsc_out->adv_w = 12;        /*Horizontal space required by the glyph in [px]*/
    dsc_out->box_h = 8;         /*Height of the bitmap in [px]*/
    dsc_out->box_w = 6;         /*Width of the bitmap in [px]*/
    dsc_out->ofs_x = 0;         /*X offset of the bitmap in [pf]*/
    dsc_out->ofs_y = 3;         /*Y offset of the bitmap measured from the as line*/
    dsc_out->bpp   = 2;         /*Bit per pixel: 1/2/4/8*/
    return true;                /*true: glyph found; false: glyph was not found*/

/* Get the bitmap of `unicode_letter` from `font`. */
const uint8_t * my_get_glyph_bitmap_cb(const lv_font_t * font, uint32_t unicode_letter)
    /* Your code here */
    /* The bitmap should be a continuous bitstream where 
     * each pixel is represented by `bpp` bits */ 
    return bitmap;    /*Or NULL if not found*/