lv_style_set_text_font(&my_style, LV_STATE_DEFAULT, &lv_font_montserrat_28); /*Set a larger font*/
```
The fonts have a **bpp (bits 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).
Your editor needs to be configureed to save your code/text as UTF-8 (usually this the default) and be sure that, `LV_TXT_ENC` is set to `LV_TXT_ENC_UTF8` in *lv_conf.h*. (This is the default value)
The built-in fonts are **global variables** with names like `lv_font_montserrat_16` for a 16 px hight font. To use them in a style, just add a pointer to a font variable like shown above.
Most of the languages use Left-to-Right (LTR for short) writing direction, however some languages (such as Hebrew, Persian or Arabic) uses Right-to-Left (RTL for short) direction.
LVGL not only supports RTL texts but supports mixed (a.k.a. bidirectional, BiDi) text rendering too. Some examples:
All texts have a base direction (LTR or RTL) which determines some rendering rules and the default alignment of the text (Left or Right).
However, in LVGL, base direction is applied not only for labels. It's a general property which can be set for every object.
If unset then it will be inherited from the parent.
So it's enough to set the base direction of the screen and every object will inherit it.
The default base direction of screen can be set by `LV_BIDI_BASE_DIR_DEF` in *lv_conf.h* and other objects inherit the base direction from their parent.
To set an object's base direction use `lv_obj_set_base_dir(obj, base_dir)`. The possible base direction are:
-`LV_BIDI_DIR_LTR`: Left to Right base direction
-`LV_BIDI_DIR_RTL`: Right to Left base direction
-`LV_BIDI_DIR_AUTO`: Auto detect base direction
-`LV_BIDI_DIR_INHERIT`: Inherit the base direction from the parent (default for non-screen objects)
This list summarizes the effect of RTL base direction on objects:
- Create objects by default on the right
-`lv_tabview`: displays tabs from right to left
-`lv_checkbox`: Show the box on the right
-`lv_btnmatrix`: Show buttons from right to left
-`lv_list`: Show the icon on the right
-`lv_dropdown`: Align the options to the right
- The texts in `lv_table`, `lv_btnmatrix`, `lv_keyboard`, `lv_tabview`, `lv_dropdown`, `lv_roller` are "BiDi processed" to be displayed correctly
### Arabic and Persian support
There are some special rules to display Arabic and Persian characters: the *form* of the character depends on their position in the text.
A different form of the same letter needs to be used if it isolated, start, middle or end position. Besides these some conjunction rules also should be taken into account.
LVGL supports to apply these rules if `LV_USE_ARABIC_PERSIAN_CHARS` is enabled.
- Only displaying texts is supported (e.g. on labels), text inputs (e.g. text area) don't support this feature.
- Static text (i.e. const) is not processed. E.g. texts set by `lv_label_set_text()` will be "Arabic processed" but `lv_lable_set_text_static()` won't.
Subpixel rendering allows for tripling the horizontal resolution by rendering on Red, Green and Blue channel instead of pixel level. This takes advantage of the position of physical color channels of each pixel, resulting in higher quality letter anti-aliasing. Learn more [here](https://en.wikipedia.org/wiki/Subpixel_rendering).
- In the command line tool use `--lcd` flag. Note that the generated font needs about 3 times more memory.
Subpixel rendering works only if the color channels of the pixels have a horizontal layout. That is the R, G, B channels are next each other and not above each other.
The order of color channels also needs to match with the library settings. By default LVGL assumes `RGB` order, however this can be swapped by setting `LV_SUBPX_BGR 1` in *lv_conf.h*.
There are several ways to add a new font to your project:
1. The simplest method is to use the [Online font converter](https://lvgl.io/tools/fontconverter). Just set the parameters, click the *Convert* button, copy the font to your project and use it. **Be sure to carefully read the steps provided on that site or you will get an error while converting.**
2. Use the [Offline font converter](https://github.com/lvgl/lv_font_conv). (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 `built_in_font_gen.py` script in `lvgl/scripts/built_in_font` folder.
1. Search symbol on [https://fontawesome.com](https://fontawesome.com). For example the [USB symbol](https://fontawesome.com/icons/usb?style=brands). Copy it's Unicode ID which is `0xf287` in this case.
2. Open the [Online font converter](https://lvgl.io/tools/fontconverter). Add Add [FontAwesome.woff](https://lvgl.io/assets/others/FontAwesome5-Solid+Brands+Regular.woff). .
3. Set the parameters such as Name, Size, BPP. You'll use this name to declare and use the font in your code.
4. Add the Unicode ID of the symbol to the range field. E.g.` 0xf287` for the USB symbol. More symbols can be enumerated with `,`.
5. Convert the font and copy it to your project. Make sure to compile the .c file of your font.
6. Declare the font using `extern lv_font_t my_font_name;` or simply `LV_FONT_DECLARE(my_font_name);`.
1. Convert the Unicode value to UTF8, for example on [this site](http://www.ltg.ed.ac.uk/~richard/utf-8.cgi?input=f287&mode=hex). For `0xf287` the *Hex UTF-8 bytes* are `EF 8A 87`.
2. Create a `define` from the UTF8 values: `#define MY_USB_SYMBOL "\xEF\x8A\x87"`
3. Create a label and set the text. Eg. `lv_label_set_text(label, MY_USB_SYMBOL)`
Note - `lv_label_set_text(label, MY_USB_SYMBOL)` searches for this symbol in the font defined in `style.text.font` properties. To use the symbol you may need to change it. Eg ` style.text.font = my_font_name`
For example, use [FreeType](https://www.freetype.org/) 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 needs them.
A ready to use FreeType can be found in [lv_freetype](https://github.com/lvgl/lv_lib_freetype) repository.
To do this a custom `lv_font_t` variable needs to be created:
```c
/*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)