diff --git a/stepmania/src/BitmapText.cpp b/stepmania/src/BitmapText.cpp index 4a22a403b6..7002061a05 100644 --- a/stepmania/src/BitmapText.cpp +++ b/stepmania/src/BitmapText.cpp @@ -26,28 +26,6 @@ REGISTER_ACTOR_CLASS( BitmapText ) * * Better, we could go all the way, drop all of the actor-specific font aliases, * and do "font=header2;valign=top;...". - * - * However, let's wait until Pango support is in, so we can figure out how to - * integrate font selection at the same time. - */ -/* - * Forward planning: - * - * This can't handle full CJK fonts; it's not reasonable to load a 2000+ glyph bitmap - * font into memory. We want to be able to fall back on a real font renderer when - * we're missing characters. However, we make use of custom glyphs, and we don't want - * custom glyphs and fallback fonts to be mutually exclusive. - * - * So, if we have a fallback font renderer active, and we're missing any characters at - * all, send the text to the fallback renderer. If it can't render a character - * (because it's a special-use character), render up to that character, render the - * special character ourself, then start again on the next character. The data - * rendered can be put into textures and put into the m_aVertices/m_pTextures lists as - * if it came from a regular font (nothing says we can't put more than one character - * per quad) and DrawChars won't have to be changed at all. - * - * Some mechanism to hint which fallback font size/style a given font wants, to make - * a best effort to line up font types. This could be a setting in the font INI. */ #define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1))