update
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@@ -22,6 +22,25 @@
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#include "GameConstantsAndTypes.h"
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#include "Font.h"
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/*
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* Forward planning:
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*
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* This can't handle full CJK fonts; it's not reasonable to load a 2000+ glyph bitmap
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* font into memory. We want to be able to fall back on a real font renderer when
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* we're missing characters. However, we make use of custom glyphs, and we don't want
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* custom glyphs and fallback fonts to be mutually exclusive.
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*
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* So, if we have a fallback font renderer active, and we're missing any characters at
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* all, send the text to the fallback renderer. If it can't render a character
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* (because it's a special-use character), render up to that character, render the
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* special character ourself, then start again on the next character. The data
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* rendered can be put into textures and put into the verts/tex lists as if it came
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* from a regular font (nothing says we can't put more than one character per quad)
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* and DrawChars won't have to be changed at all.
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*
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* Some mechanism to hint which fallback font size/style a given font wants, to make
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* a best effort to line up font types. This could be a setting in the font INI.
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*/
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#define RAINBOW_COLOR(n) THEME->GetMetricC("BitmapText",ssprintf("RainbowColor%i", n+1))
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const int NUM_RAINBOW_COLORS = 7;
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@@ -356,8 +356,8 @@ Font* FontManager::LoadFont( const CString &sFontOrTextureFilePath, CString sCha
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/* XXX; these should be in a data file somewhere (theme metrics?)
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* (The comments here are UTF-8; they won't show up in VC6.) */
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CharAliases["default"] = Font::DEFAULT_GLYPH; /* ? */
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CharAliases["kakumei1"] = 0x547D; /* 革 */
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CharAliases["kakumei2"] = 0x9769; /* 命 */
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CharAliases["kakumei1"] = 0x9769; /* 革 */
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CharAliases["kakumei2"] = 0x547D; /* 命 */
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CharAliases["matsuri"] = 0x796D; /* 祭 */
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CharAliases["oni"] = 0x9B3C; /* 鬼 */
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CharAliases["michi"] = 0x9053; /* 道 */
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