fontmetrics
v1.0.0
Published
A lightweight JavaScript utility for computing accurate font metrics, such as x-height, cap-height, ascent and descent.
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FontMetrics
A lightweight JavaScript library for computing accurate font metrics such as x-height, cap height, ascent, descent and tittle for any loaded web font.
Demo
You can see it in action here.
Installation
Install via npm
npm install fontmetrics
Or include the script in your page
Usage
Make sure your font is loaded first! A good way to do this is by using WebFontLoader.
// If installed via npm...
import FontMetrics from 'fontmetrics'
const metrics = FontMetrics({
fontFamily: 'Roboto',
// Optional (defaults)
fontWeight: 'normal',
fontSize: 200,
origin: 'baseline'
})
This will return an object containing values that are normalised to fontSize
and relative to origin
, for example:
{
capHeight: -0.73,
baseline: 0,
xHeight: -0.54,
descent: 0.195,
bottom: 0.5,
ascent: -0.76,
tittle: -0.73,
top: -0.935,
fontFamily: 'Roboto',
fontWeight: 'normal',
fontSize: 200
}
How to use metrics
As mentioned above, the values returned are normalised to fontSize
and relative to origin
. This is useful because you should then be able to use the returned values regardless of your display font size, simply by scaling them.
For example, if the value returned for ascent
is -0.695
with origin
set to 'baseline'
, then you can get the pixel value for ascent by using yourBaselinePosition + metrics.ascent * fontSize
.
Origin
You will likely need different origins based on how you're wanting to use the metrics. 'baseline
' is the default, but you can pass the name of any metric returned from FontMetrics
to be used as the origin (e.g. 'top'
.) This will mean that all returned metrics will now be relative to top
and of course top
will be 0
.
Settings
You can define the characters used to test certain metrics via FontMetrics.settings.chars
. For example, FontMetrics.settings.chars.xHeight
defines the character used to measure the xHeight
metric (defaults to 'x'
.)
How it works
FontMetrics works by rendering your font to a CanvasRenderingContext2D
and then measuring the pixel bounds of the output. This is a fairly well documented technique and seems to provide pretty decent results.