I am trying to put a specified unicode character into a Text widget, but only if there is a glyph available in the fontFamily font specified in the TextStyle.
What currently happens by design is the fontFamilyFallback font is checked for a glyph, and if not found then the system font is checked, then if still no glyph found a 'not found' style glyph is rendered instead - usually a box with an X inside (depends on system I think).
I wonder if there is a way to disable that fall-back or even better have a list of available glyphs before building the text widget?
Attached some example code, and the results of the code in a screenshot. The code uses two fonts available via google fonts, and attempts to output the euro unicode character \u20ac. You can see from the screenshot that Syne has a glyph at u20ac, but Arvo does not. This could also be validated in for example Windows Character map.
Flutter Code (nothing in texttheme other than fontsize):
Widget build(BuildContext context) {
return Scaffold(
body: Center(
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
Text(
'No fontfamily, no fontfamilyfallback \u20AC',
),
Text(
'fontfamily Syne Tactile: \u20AC',
style: TextStyle(fontFamily: 'Syne'),
),
Text(
'fontfamily Arvo, no fontfamilyfallback \u20AC',
style: TextStyle(fontFamily: 'Arvo'),
),
Text(
'fontfamily Arvo, fontfamilyfallback: Syne Tactile \u20AC',
style:
TextStyle(fontFamily: 'Arvo', fontFamilyFallback: ['Syne']),
),
],
),
),
); }
pubspec.yaml:
fonts:
- family: Arvo
fonts:
- asset: assets/Arvo-Regular.ttf
- family: Syne
fonts:
- asset: assets/SyneTactile-Regular.ttf