Age | Commit message (Collapse) | Author |
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As the documentation points out this method currently only works for BDF
fonts, thus it is safer to let it actually just accept such.
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Now we set the default localized font to the "text_default" font of the
currently active theme and default to the big GUI font in case none is
specified properly.
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Silences the clang warning:
static data member specialization of '_singleton' must
originally be declared in namespace 'Common'; accepted as a C++0x
extension [-Wc++0x-extensions]
Wrapping "namespace Common {}" around the macro assignment causes clang
to complain about a spurious semicolon, and removing the semicolon at
the end of the macro causes some editors to misbehave.
Changing the requirement of using the macro in one namespace (the
global) to another (Common) seems a small price to pay to
silence a warning.
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I don't know if there is more code that can be removed when
disabling translations, but this is the obvious obstacle.
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This makes it easy to get a localized font for the current
TranslationManager charset if one has been loaded. It tries
first to find one for the BigGUI or GUI fonts and then looks
for any acceptable font.
Also only use lower case font name for the FontManager HashMap.
This is to avoid issues with the case when looking for a font by
its name. There was for example an issue for font helvB12 that is
named helvb12 in the scummmodern theme.
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It was defined in ThemeEngine class , but I moved it to make it
possible to use localized font in other places.
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OSD is now using the kGUIFont instead. The main advantage is that
the kGUIFont can be used for translated text while only ASCII
characters were present in ScummFont.
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Some backends may break as I only compiled SDL
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This makes it possible to write
DECLARE_SINGLETON(foo);
instead of
DECLARE_SINGLETON(foo)
without causing a warning about an extra semicolon.
The extra semicolon helps some editors at parsing the C++ code.
svn-id: r54258
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Currently it ws not decided where to put fonts, but if you put BDF files into
themepath, they will get picked up.
The font name has to contain same codepage specification as in the .po file,
i.e. fixed5x8-iso-8859-5.bdf for Cyrillic codepage. In case the font does not
exist, default will be used.
All built in fonts get proper names.
TODO: Currently there is a bug with our font cacher. Font clR6x12-iso-8859-5
is empty after loading from FCC file. Reason is unknown.
svn-id: r50448
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svn-id: r49773
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We need to use a namespace Common { } there to make strict C++ compilers
like clang++ and comeau happy. I also added a slight comment about why
that is needed to the macro definition and a note that you need to use
it from the global namespace.
svn-id: r48254
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svn-id: r46329
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implementation, these classes are Singletons, so they will ever only be initialized once at most anyway.
svn-id: r46313
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svn-id: r46309
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formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots
svn-id: r27024
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svn-id: r26967
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svn-id: r26922
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- adds three different font styles to the themes (normal, bold (default one), italic)
- implements code for specifing the font files in the theme config ('fontfile_normal','fontfile_bold' and 'fontfile_italic' in the 'extra' section)
- changes EditTextWidget to use the normal font (has some minor aligment problems with the caret now, though)
- extends the FontManager (new functions: getFontByName, assignFontToName, removeFontName)
- adds the font style constans to the builtin constants for the evaluator)
svn-id: r21868
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svn-id: r20519
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svn-id: r20088
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svn-id: r19710
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svn-id: r19142
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svn-id: r18970
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svn-id: r16742
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svn-id: r16471
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svn-id: r16470
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games like COMI. Note: we can always easily switch back to the SCUMM font or any other font, if we want to
svn-id: r16467
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svn-id: r16461
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svn-id: r16460
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