Age | Commit message (Collapse) | Author |
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Allows to match Windows font size selection by converting font heights
to point sizes using the TrueType tables.
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change
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and clarify the logic. Fixes bug #6801
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Because we use Common::String to store UTF-8 data, the font
renderer will draw the wrong glyphs for non-ASCII characters,
unless we first convert the string to UTF-32. (I thought the same
change would have to be made for the ZGI game over screens, but
apparently they work anyway. At least the German version, I'm told.)
I've discussed this change with [md5], and while it would probably
be more correct to make the engine use UTF-32 throughout, that is
also rather painful.
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These look better than the GNU FreeType fonts, and are thus preferred
over them. Many thanks to eriktorbjorn for his work on the different
fonts available
Also, this commit cleans up the font style array, moving it back into
the CPP file
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They are now all LF.
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This is the first part of the changes to make the engine use RGB555
internally again. This is done to simplify the rendering pipeline -
the engine will use RGB555 internally, but will output to RGB565.
The overall changes have been broken into two commits, thus this
first commit will break all the game colors
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