I have a problem loading .otf fonts in the latest Safari 15.2. This same code used to work just fine in previous versions of the same browser and still does work fine in other browsers.
One of the problematic fonts I experience the issue with is Adobe Gilbert.
I've tried loading the font file in two different ways:
@font-face {
font-family: gcb;
src: url(/assets/fonts/Gilbert-Color-Bold-Preview5.otf);
}
and
var selectedFont = new FontFace('gcb', 'url(/assets/fonts/Gilbert-Color-Bold-Preview5.otf)');
selectedFont.load().then(function(font) {
document.fonts.add(font);
});
(async () => {
const fontURL = "https://cdn.jsdelivr.net/gh/Fontself/TypeWithPride@master/fonts/Gilbert-Color%20Bold%20Preview_1005.otf";
const selectedFont = new FontFace('gcb', 'url(' + fontURL + ')');
await selectedFont.load();
document.fonts.add(selectedFont);
const canvas = document.querySelector("canvas");
ctx = canvas.getContext("2d", { alpha: false });
ctx.fillStyle = '#fff';
ctx.fillRect(0, 0, 300, 30);
ctx.font = "15pt gcb";
ctx.fillStyle = '#000';
ctx.fillText("I'm a canvas", 0, 20);
ctx.font = "15pt sans-serif";
ctx.fillText(", right?", 105, 20);
})().catch(console.error)
span, text {
font: 15pt gcb;
}
<canvas height=30></canvas><br>
<span>I'm a span</span><br>
<svg height=30><text y="15">I'm an SVG</text></svg>
In Safari I get nothing drawn in the canvas:
While on Chrome I get the text rendered in black, and in Firefox the text rendered in color as expected.
How can I get Safari to at least render the text like Chrome?
So first, this seems to affect only the colored fonts, I was able to draw the non-colored version of the same font (also in .otf) in Safari just fine.
Then, that's a bug, feel free to let Safari folks know about it on their issue tracker.
Unfortunately, there isn't much you can do.
The only hack that comes to mind would be to render an SVG image on your canvas where the text would be drawn.
To do so you'd have to first fetch the font and generate a data URL version of it so that it can be embedded in a standalone SVG document that you'd load in an HTMLImageElement to be drawn on the canvas.
Really, that's a hack, but since they are still able to render that font through their SVG renderer, that works:
(async () => {
const fontURL = "https://cdn.jsdelivr.net/gh/Fontself/TypeWithPride@master/fonts/Gilbert-Color%20Bold%20Preview_1005.otf";
const fontRes = await fetch(fontURL);
if (!fontRes.ok) {
throw new Error("failed to load");
}
const fontBlob = await fontRes.blob();
const dataURL = await new Promise((res) => {
const reader = new FileReader();
reader.onload = () => res(reader.result);
reader.readAsDataURL(fontBlob);
});
const svgNode = document.querySelector("svg").cloneNode(true);
const style = document.createElementNS("http://www.w3.org/2000/svg", "style");
style.textContent = `
@font-face {
font-family: gcb;
src: url("${ dataURL }") format("opentype");
}
text {
font: 15pt gcb;
}
`;
svgNode.prepend(style);
svgNode.querySelector("text").textContent = "I'm a svg drawn in a canvas";
const markup = new XMLSerializer().serializeToString(svgNode);
const svgBlob = new Blob([markup], { type: "image/svg+xml" });
const img = new Image;
await new Promise((res, rej) => {
img.onload = e => setTimeout(res, 100); // webkit fires load before inner fonts are loaded...
img.onerror = rej;
img.src = URL.createObjectURL(svgBlob);
});
const canvas = document.querySelector("canvas");
const ctx = canvas.getContext("2d", { alpha: false });
ctx.fillStyle = '#fff';
ctx.fillRect(0, 0, 300, 30);
ctx.font = "15pt gcb";
ctx.drawImage(img, 0, 0);
})().catch(console.error)
span, text {
font: 15pt gcb;
}
@font-face {
font-family: gcb;
src: url(https://cdn.jsdelivr.net/gh/Fontself/TypeWithPride@master/fonts/Gilbert-Color%20Bold%20Preview_1005.otf) format("opentype");
}
<canvas height=30></canvas><br>
<span>I'm a span</span><br>
<svg height=30 width="300"><text y="15">I'm an SVG</text></svg>