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- added a font option to have lower case for Latin only.
This is meant for SW's SmallFont to avoid creating lowercase Greek or Cyrillic letters. The font is too small to render them adequately.
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parent
29de90beb6
commit
fd04cda324
2 changed files with 9 additions and 2 deletions
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@ -120,7 +120,7 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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sc.MustGetValue(false);
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GlobalKerning = sc.Number;
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}
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if (sc.Compare("Altfont"))
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else if (sc.Compare("Altfont"))
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{
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sc.MustGetString();
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AltFontName = sc.String;
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@ -179,6 +179,11 @@ FFont::FFont (const char *name, const char *nametemplate, const char *filetempla
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sc.ScriptError("Unknown translation type %s", sc.String);
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}
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}
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else if (sc.Compare("lowercaselatinonly"))
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{
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lowercaselatinonly = true;
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}
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}
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}
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}
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@ -755,7 +760,7 @@ int FFont::GetCharCode(int code, bool needpic) const
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// Use different substitution logic based on the fonts content:
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// In a font which has both upper and lower case, prefer unaccented small characters over capital ones.
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// In a pure upper-case font, do not check for lower case replacements.
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if (!MixedCase)
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if (!MixedCase || (lowercaselatinonly && code >= 0x380 && code < 0x500))
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{
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// Try converting lowercase characters to uppercase.
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if (myislower(code))
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@ -167,6 +167,7 @@ public:
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forceremap = other.forceremap;
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Chars = other.Chars;
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Translations = other.Translations;
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lowercaselatinonly = other.lowercaselatinonly;
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Lump = other.Lump;
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}
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@ -189,6 +190,7 @@ protected:
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bool noTranslate = false;
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bool MixedCase = false;
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bool forceremap = false;
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bool lowercaselatinonly = false;
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struct CharData
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{
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FGameTexture *OriginalPic = nullptr;
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