This commit is contained in:
Glenn Maynard
2003-01-05 08:47:48 +00:00
parent c275ebdad5
commit d627f56f78
2 changed files with 21 additions and 2 deletions
+19
View File
@@ -22,6 +22,25 @@
#include "GameConstantsAndTypes.h"
#include "Font.h"
/*
* 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 verts/tex 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))
const int NUM_RAINBOW_COLORS = 7;