remove old brainstorming: I'm not sure that using a real font renderer

would be a good idea (too slow), and if I do implement it I probably won't
use this ancient design.  (BitmapText needs to be faster and use less memory;
currently it uses about 256 bytes per character--too much--and it should use
compiled geometry if possible.)
This commit is contained in:
Glenn Maynard
2005-08-24 23:20:32 +00:00
parent c488702f90
commit 402b93f3d8
-22
View File
@@ -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))