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@@ -604,7 +604,7 @@ ImFontConfig config;
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config.MergeMode = true;
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io.Fonts->AddFontDefault();
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io.Fonts->AddFontFromFileTTF("fontawesome-webfont.ttf", 16.0f, &config, ranges); // Merge icon font
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, NULL, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_pixels, nullptr, &config, io.Fonts->GetGlyphRangesJapanese()); // Merge japanese glyphs
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```
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##### [Return to Index](#index)
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@@ -616,7 +616,7 @@ When loading a font, pass custom Unicode ranges to specify the glyphs to load.
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```cpp
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// Add default Japanese ranges
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, NULL, io.Fonts->GetGlyphRangesJapanese());
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", size_in_pixels, nullptr, io.Fonts->GetGlyphRangesJapanese());
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// Or create your own custom ranges (e.g. for a game you can feed your entire game script and only build the characters the game need)
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ImVector<ImWchar> ranges;
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@@ -625,7 +625,7 @@ builder.AddText("Hello world"); // Add a string (here "He
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builder.AddChar(0x7262); // Add a specific character
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builder.AddRanges(io.Fonts->GetGlyphRangesJapanese()); // Add one of the default ranges
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builder.BuildRanges(&ranges); // Build the final result (ordered ranges with all the unique characters submitted)
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, NULL, ranges.Data);
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io.Fonts->AddFontFromFileTTF("myfontfile.ttf", 16.0f, nullptr, ranges.Data);
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```
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All your strings need to use UTF-8 encoding. In C++11 you can encode a string literal in UTF-8
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