raze/source/common/fonts/v_font.cpp

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/*
** v_font.cpp
** Font management
**
**---------------------------------------------------------------------------
** Copyright 1998-2016 Randy Heit
** Copyright 2005-2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
// HEADER FILES ------------------------------------------------------------
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "templates.h"
#include "m_swap.h"
#include "v_font.h"
#include "cmdlib.h"
#include "sc_man.h"
#include "v_text.h"
#include "image.h"
#include "utf8.h"
#include "m_png.h"
#include "printf.h"
#include "filesystem.h"
#include "fontinternals.h"
// MACROS ------------------------------------------------------------------
#define DEFAULT_LOG_COLOR PalEntry(223,223,223)
// TYPES -------------------------------------------------------------------
int V_GetColor(const char* cstr);
// EXTERNAL FUNCTION PROTOTYPES --------------------------------------------
// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
FFont* SmallFont, * SmallFont2, * BigFont, * BigUpper, * ConFont, * IntermissionFont, * NewConsoleFont, * NewSmallFont, * CurrentConsoleFont, * OriginalSmallFont, * AlternativeSmallFont, * OriginalBigFont;
// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
static int TranslationMapCompare (const void *a, const void *b);
//void UpdateGenericUI(bool cvar);
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
extern int PrintColors[];
// PUBLIC DATA DEFINITIONS -------------------------------------------------
FFont *FFont::FirstFont = nullptr;
int NumTextColors;
// PRIVATE DATA DEFINITIONS ------------------------------------------------
TArray<TranslationParm> TranslationParms[2];
TArray<TranslationMap> TranslationLookup;
TArray<PalEntry> TranslationColors;
// CODE --------------------------------------------------------------------
FFont *V_GetFont(const char *name, const char *fontlumpname)
{
FFont *font = FFont::FindFont (name);
if (font == nullptr)
{
auto lumpy = fileSystem.OpenFileReader(fontlumpname, 0);
if (!lumpy.isOpen()) return nullptr;
uint32_t head;
lumpy.Read (&head, 4);
if ((head & MAKE_ID(255,255,255,0)) == MAKE_ID('F','O','N',0) ||
head == MAKE_ID(0xE1,0xE6,0xD5,0x1A))
{
FFont *CreateSingleLumpFont (const char *fontname, const char *lump);
2019-12-03 19:32:35 +00:00
lumpy.Close();
return CreateSingleLumpFont (name, fontlumpname);
}
}
return font;
}
//==========================================================================
//
// V_InitCustomFonts
//
// Initialize a list of custom multipatch fonts
//
//==========================================================================
void V_InitCustomFonts()
{
#if 0
FScanner sc;
FTexture *lumplist[256];
bool notranslate[256];
bool donttranslate;
FString namebuffer, templatebuf;
int i;
int llump,lastlump=0;
int format;
int start;
int first;
int count;
int spacewidth;
int kerning;
char cursor = '_';
while ((llump = Wads.FindLump ("FONTDEFS", &lastlump)) != -1)
{
sc.OpenLumpNum(llump);
while (sc.GetString())
{
memset (lumplist, 0, sizeof(lumplist));
memset (notranslate, 0, sizeof(notranslate));
donttranslate = false;
namebuffer = sc.String;
format = 0;
start = 33;
first = 33;
count = 223;
spacewidth = -1;
kerning = 0;
sc.MustGetStringName ("{");
while (!sc.CheckString ("}"))
{
sc.MustGetString();
if (sc.Compare ("TEMPLATE"))
{
if (format == 2) goto wrong;
sc.MustGetString();
templatebuf = sc.String;
format = 1;
}
else if (sc.Compare ("BASE"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
start = sc.Number;
format = 1;
}
else if (sc.Compare ("FIRST"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
first = sc.Number;
format = 1;
}
else if (sc.Compare ("COUNT"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
count = sc.Number;
format = 1;
}
else if (sc.Compare ("CURSOR"))
{
sc.MustGetString();
cursor = sc.String[0];
}
else if (sc.Compare ("SPACEWIDTH"))
{
if (format == 2) goto wrong;
sc.MustGetNumber();
spacewidth = sc.Number;
format = 1;
}
else if (sc.Compare("DONTTRANSLATE"))
{
donttranslate = true;
}
else if (sc.Compare ("NOTRANSLATION"))
{
if (format == 1) goto wrong;
while (sc.CheckNumber() && !sc.Crossed)
{
if (sc.Number >= 0 && sc.Number < 256)
notranslate[sc.Number] = true;
}
format = 2;
}
else if (sc.Compare("KERNING"))
{
sc.MustGetNumber();
kerning = sc.Number;
}
else
{
if (format == 1) goto wrong;
FTexture **p = &lumplist[*(unsigned char*)sc.String];
sc.MustGetString();
FTextureID texid = TexMan.CheckForTexture(sc.String, ETextureType::MiscPatch);
if (texid.Exists())
{
*p = TexMan.GetTexture(texid);
}
else if (Wads.GetLumpFile(sc.LumpNum) >= Wads.GetIwadNum())
{
// Print a message only if this isn't in zdoom.pk3
sc.ScriptMessage("%s: Unable to find texture in font definition for %s", sc.String, namebuffer.GetChars());
}
format = 2;
}
}
if (format == 1)
{
FFont *fnt = new FFont (namebuffer, templatebuf, nullptr, first, count, start, llump, spacewidth, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
}
else if (format == 2)
{
for (i = 0; i < 256; i++)
{
if (lumplist[i] != nullptr)
{
first = i;
break;
}
}
for (i = 255; i >= 0; i--)
{
if (lumplist[i] != nullptr)
{
count = i - first + 1;
break;
}
}
if (count > 0)
{
FFont *CreateSpecialFont (const char *name, int first, int count, FTexture **lumplist, const bool *notranslate, int lump, bool donttranslate);
FFont *fnt = CreateSpecialFont (namebuffer, first, count, &lumplist[first], notranslate, llump, donttranslate);
fnt->SetCursor(cursor);
fnt->SetKerning(kerning);
}
}
else goto wrong;
}
sc.Close();
}
return;
wrong:
sc.ScriptError ("Invalid combination of properties in font '%s'", namebuffer.GetChars());
#endif
}
//==========================================================================
//
// V_GetColorFromString
//
// Passed a string of the form "#RGB", "#RRGGBB", "R G B", or "RR GG BB",
// returns a number representing that color. If palette is non-NULL, the
// index of the best match in the palette is returned, otherwise the
// RRGGBB value is returned directly.
//
//==========================================================================
int V_GetColor(const char* cstr)
{
int c[3], i, p;
char val[3];
val[2] = '\0';
// Check for HTML-style #RRGGBB or #RGB color string
if (cstr[0] == '#')
{
size_t len = strlen(cstr);
if (len == 7)
{
// Extract each eight-bit component into c[].
for (i = 0; i < 3; ++i)
{
val[0] = cstr[1 + i * 2];
val[1] = cstr[2 + i * 2];
c[i] = ParseHex(val);
}
}
else if (len == 4)
{
// Extract each four-bit component into c[], expanding to eight bits.
for (i = 0; i < 3; ++i)
{
val[1] = val[0] = cstr[1 + i];
c[i] = ParseHex(val);
}
}
else
{
// Bad HTML-style; pretend it's black.
c[2] = c[1] = c[0] = 0;
}
}
else
{
if (strlen(cstr) == 6)
{
char* p;
int color = strtol(cstr, &p, 16);
if (*p == 0)
{
// RRGGBB string
c[0] = (color & 0xff0000) >> 16;
c[1] = (color & 0xff00) >> 8;
c[2] = (color & 0xff);
}
else goto normal;
}
else
{
normal:
// Treat it as a space-delimited hexadecimal string
for (i = 0; i < 3; ++i)
{
// Skip leading whitespace
while (*cstr <= ' ' && *cstr != '\0')
{
cstr++;
}
// Extract a component and convert it to eight-bit
for (p = 0; *cstr > ' '; ++p, ++cstr)
{
if (p < 2)
{
val[p] = *cstr;
}
}
if (p == 0)
{
c[i] = 0;
}
else
{
if (p == 1)
{
val[1] = val[0];
}
c[i] = ParseHex(val);
}
}
}
}
return MAKERGB(c[0], c[1], c[2]);
}
//==========================================================================
//
// V_InitFontColors
//
// Reads the list of color translation definitions into memory.
//
//==========================================================================
void V_InitFontColors ()
{
TArray<FName> names;
int lump, lastlump = 0;
TranslationParm tparm = { 0, 0, {0}, {0} }; // Silence GCC (for real with -Wextra )
TArray<TranslationParm> parms;
TArray<TempParmInfo> parminfo;
TArray<TempColorInfo> colorinfo;
int c, parmchoice;
TempParmInfo info;
TempColorInfo cinfo;
PalEntry logcolor;
unsigned int i, j;
int k, index;
info.Index = -1;
TranslationParms[0].Clear();
TranslationParms[1].Clear();
TranslationLookup.Clear();
TranslationColors.Clear();
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while ((lump = fileSystem.Iterate("demolition/textcolors.txt", &lastlump)) != -1)
{
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FScanner sc(lump);
while (sc.GetString())
{
names.Clear();
logcolor = DEFAULT_LOG_COLOR;
// Everything until the '{' is considered a valid name for the
// color range.
names.Push (sc.String);
while (sc.MustGetString(), !sc.Compare ("{"))
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color may not have any other names");
}
names.Push (sc.String);
}
parmchoice = 0;
info.StartParm[0] = parms.Size();
info.StartParm[1] = 0;
info.ParmLen[1] = info.ParmLen[0] = 0;
tparm.RangeEnd = tparm.RangeStart = -1;
while (sc.MustGetString(), !sc.Compare ("}"))
{
if (sc.Compare ("Console:"))
{
if (parmchoice == 1)
{
sc.ScriptError ("Each color may only have one set of console ranges");
}
parmchoice = 1;
info.StartParm[1] = parms.Size();
info.ParmLen[0] = info.StartParm[1] - info.StartParm[0];
tparm.RangeEnd = tparm.RangeStart = -1;
}
else if (sc.Compare ("Flat:"))
{
sc.MustGetString();
logcolor = V_GetColor (sc.String);
}
else
{
// Get first color
c = V_GetColor (sc.String);
tparm.Start[0] = RPART(c);
tparm.Start[1] = GPART(c);
tparm.Start[2] = BPART(c);
// Get second color
sc.MustGetString();
c = V_GetColor (sc.String);
tparm.End[0] = RPART(c);
tparm.End[1] = GPART(c);
tparm.End[2] = BPART(c);
// Check for range specifier
if (sc.CheckNumber())
{
if (tparm.RangeStart == -1 && sc.Number != 0)
{
sc.ScriptError ("The first color range must start at position 0");
}
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeEnd)
{
sc.ScriptError ("The color range must not start before the previous one ends");
}
tparm.RangeStart = sc.Number;
sc.MustGetNumber();
if (sc.Number < 0 || sc.Number > 256)
{
sc.ScriptError ("The color range must be within positions [0,256]");
}
if (sc.Number <= tparm.RangeStart)
{
sc.ScriptError ("The color range end position must be larger than the start position");
}
tparm.RangeEnd = sc.Number;
}
else
{
tparm.RangeStart = tparm.RangeEnd + 1;
tparm.RangeEnd = 256;
if (tparm.RangeStart >= tparm.RangeEnd)
{
sc.ScriptError ("The color has too many ranges");
}
}
parms.Push (tparm);
}
}
info.ParmLen[parmchoice] = parms.Size() - info.StartParm[parmchoice];
if (info.ParmLen[0] == 0)
{
if (names[0] != NAME_Untranslated)
{
sc.ScriptError ("There must be at least one normal range for a color");
}
}
else
{
if (names[0] == NAME_Untranslated)
{
sc.ScriptError ("The \"untranslated\" color must be left undefined");
}
}
if (info.ParmLen[1] == 0 && names[0] != NAME_Untranslated)
{ // If a console translation is unspecified, make it white, since the console
// font has no color information stored with it.
tparm.RangeStart = 0;
tparm.RangeEnd = 256;
tparm.Start[2] = tparm.Start[1] = tparm.Start[0] = 0;
tparm.End[2] = tparm.End[1] = tparm.End[0] = 255;
info.StartParm[1] = parms.Push (tparm);
info.ParmLen[1] = 1;
}
cinfo.ParmInfo = parminfo.Push (info);
// Record this color information for each name it goes by
for (i = 0; i < names.Size(); ++i)
{
// Redefine duplicates in-place
for (j = 0; j < colorinfo.Size(); ++j)
{
if (colorinfo[j].Name == names[i])
{
colorinfo[j].ParmInfo = cinfo.ParmInfo;
colorinfo[j].LogColor = logcolor;
break;
}
}
if (j == colorinfo.Size())
{
cinfo.Name = names[i];
cinfo.LogColor = logcolor;
colorinfo.Push (cinfo);
}
}
}
}
// Make permananent copies of all the color information we found.
for (i = 0, index = 0; i < colorinfo.Size(); ++i)
{
TranslationMap tmap;
TempParmInfo *pinfo;
tmap.Name = colorinfo[i].Name;
pinfo = &parminfo[colorinfo[i].ParmInfo];
if (pinfo->Index < 0)
{
// Write out the set of remappings for this color.
for (k = 0; k < 2; ++k)
{
for (j = 0; j < pinfo->ParmLen[k]; ++j)
{
TranslationParms[k].Push (parms[pinfo->StartParm[k] + j]);
}
}
TranslationColors.Push (colorinfo[i].LogColor);
pinfo->Index = index++;
}
tmap.Number = pinfo->Index;
TranslationLookup.Push (tmap);
}
// Leave a terminating marker at the ends of the lists.
tparm.RangeStart = -1;
TranslationParms[0].Push (tparm);
TranslationParms[1].Push (tparm);
// Sort the translation lookups for fast binary searching.
qsort (&TranslationLookup[0], TranslationLookup.Size(), sizeof(TranslationLookup[0]), TranslationMapCompare);
NumTextColors = index;
assert (NumTextColors >= NUM_TEXT_COLORS);
}
//==========================================================================
//
// TranslationMapCompare
//
//==========================================================================
static int TranslationMapCompare (const void *a, const void *b)
{
return int(((const TranslationMap *)a)->Name) - int(((const TranslationMap *)b)->Name);
}
//==========================================================================
//
// V_FindFontColor
//
// Returns the color number for a particular named color range.
//
//==========================================================================
EColorRange V_FindFontColor (FName name)
{
int min = 0, max = TranslationLookup.Size() - 1;
while (min <= max)
{
unsigned int mid = (min + max) / 2;
const TranslationMap *probe = &TranslationLookup[mid];
if (probe->Name == name)
{
return EColorRange(probe->Number);
}
else if (probe->Name < name)
{
min = mid + 1;
}
else
{
max = mid - 1;
}
}
return CR_UNTRANSLATED;
}
//==========================================================================
//
// V_LogColorFromColorRange
//
// Returns the color to use for text in the startup/error log window.
//
//==========================================================================
PalEntry V_LogColorFromColorRange (EColorRange range)
{
if ((unsigned int)range >= TranslationColors.Size())
{ // Return default color
return DEFAULT_LOG_COLOR;
}
return TranslationColors[range];
}
//==========================================================================
//
// V_ParseFontColor
//
// Given a pointer to a color identifier (presumably just after a color
// escape character), return the color it identifies and advances
// color_value to just past it.
//
//==========================================================================
EColorRange V_ParseFontColor (const uint8_t *&color_value, int normalcolor, int boldcolor)
{
const uint8_t *ch = color_value;
int newcolor = *ch++;
if (newcolor == '-') // Normal
{
newcolor = normalcolor;
}
else if (newcolor == '+') // Bold
{
newcolor = boldcolor;
}
else if (newcolor == '[') // Named
{
const uint8_t *namestart = ch;
while (*ch != ']' && *ch != '\0')
{
ch++;
}
FName rangename((const char *)namestart, int(ch - namestart), true);
if (*ch != '\0')
{
ch++;
}
newcolor = V_FindFontColor (rangename);
}
else if (newcolor >= 'A' && newcolor < NUM_TEXT_COLORS + 'A') // Standard, uppercase
{
newcolor -= 'A';
}
else if (newcolor >= 'a' && newcolor < NUM_TEXT_COLORS + 'a') // Standard, lowercase
{
newcolor -= 'a';
}
else // Incomplete!
{
color_value = ch - (newcolor == '\0');
return CR_UNDEFINED;
}
color_value = ch;
return EColorRange(newcolor);
}
//==========================================================================
//
// V_InitFonts
//
//==========================================================================
void V_InitFonts()
{
2019-11-05 23:00:33 +00:00
V_InitFontColors();
V_InitCustomFonts();
FFont *CreateHexLumpFont(const char *fontname, const char* lump);
FFont *CreateHexLumpFont2(const char *fontname, const char * lump);
2019-11-05 19:07:16 +00:00
if (fileSystem.FindFile("demolition/newconsolefont.hex") < 0)
I_Error("newconsolefont.hex not found"); // This font is needed - do not start up without it.
NewConsoleFont = CreateHexLumpFont("NewConsoleFont", "demolition/newconsolefont.hex");
NewSmallFont = CreateHexLumpFont2("NewSmallFont", "demolition/newconsolefont.hex");
CurrentConsoleFont = NewConsoleFont;
2019-12-03 19:32:35 +00:00
ConFont = V_GetFont("ConsoleFont", "demolition/confont.lmp"); // The con font is needed for the slider graphics
SmallFont = ConFont; // This is so that it doesn't crash and that it immediately gets seen as a proble. The SmallFont should later be mapped to the small game font.
}
void V_ClearFonts()
{
while (FFont::FirstFont != nullptr)
{
delete FFont::FirstFont;
}
FFont::FirstFont = nullptr;
AlternativeSmallFont = OriginalSmallFont = CurrentConsoleFont = NewSmallFont = NewConsoleFont = SmallFont = SmallFont2 = BigFont = ConFont = IntermissionFont = nullptr;
}
//==========================================================================
//
// CleanseString
//
// Does some mild sanity checking on a string: If it ends with an incomplete
// color escape, the escape is removed.
//
//==========================================================================
char* CleanseString(char* str)
{
char* escape = strrchr(str, TEXTCOLOR_ESCAPE);
if (escape != NULL)
{
if (escape[1] == '\0')
{
*escape = '\0';
}
else if (escape[1] == '[')
{
char* close = strchr(escape + 2, ']');
if (close == NULL)
{
*escape = '\0';
}
}
}
return str;
}
int stripaccent(int code)
{
if (code < 0x8a)
return code;
if (code < 0x100)
{
if (code == 0x8a) // Latin capital letter S with caron
return 'S';
if (code == 0x8e) // Latin capital letter Z with caron
return 'Z';
if (code == 0x9a) // Latin small letter S with caron
return 's';
if (code == 0x9e) // Latin small letter Z with caron
return 'z';
if (code == 0x9f) // Latin capital letter Y with diaeresis
return 'Y';
if (code == 0xab || code == 0xbb) return '"'; // typographic quotation marks.
if (code == 0xff) // Latin small letter Y with diaeresis
return 'y';
// Every other accented character has the high two bits set.
if ((code & 0xC0) == 0)
return code;
// Make lowercase characters uppercase so there are half as many tests.
int acode = code & 0xDF;
if (acode >= 0xC0 && acode <= 0xC5) // A with accents
return 'A' + (code & 0x20);
if (acode == 0xC7) // Cedilla
return 'C' + (acode & 0x20);
if (acode >= 0xC8 && acode <= 0xCB) // E with accents
return 'E' + (code & 0x20);
if (acode >= 0xCC && acode <= 0xCF) // I with accents
return 'I' + (code & 0x20);
if (acode == 0xD0) // Eth
return 'D' + (code & 0x20);
if (acode == 0xD1) // N with tilde
return 'N' + (code & 0x20);
if ((acode >= 0xD2 && acode <= 0xD6) || // O with accents
acode == 0xD8) // O with stroke
return 'O' + (code & 0x20);
if (acode >= 0xD9 && acode <= 0xDC) // U with accents
return 'U' + (code & 0x20);
if (acode == 0xDD) // Y with accute
return 'Y' + (code & 0x20);
if (acode == 0xDE) // Thorn
return 'P' + (code & 0x20); // well, it sort of looks like a 'P'
}
else if (code >= 0x100 && code < 0x180)
{
// For the double-accented Hungarian letters it makes more sense to first map them to the very similar looking Umlauts.
// (And screw the crappy specs that do not allow UTF-8 multibyte character literals here.)
if (code == 0x150) code = 0xd6;
else if (code == 0x151) code = 0xf6;
else if (code == 0x170) code = 0xdc;
else if (code == 0x171) code = 0xfc;
else
{
static const char accentless[] = "AaAaAaCcCcCcCcDdDdEeEeEeEeEeGgGgGgGgHhHhIiIiIiIiIiIiJjKkkLlLlLlLlLlNnNnNnnNnOoOoOoOoRrRrRrSsSsSsSsTtTtTtUuUuUuUuUuUuWwYyYZzZzZzs";
return accentless[code - 0x100];
}
}
else if (code >= 0x200 && code < 0x218)
{
// 0x200-0x217 are irrelevant but easy to map to other characters more likely to exist.
static const uint16_t u200map[] = { 0xc4, 0xe4, 0xc2, 0xe2, 0xcb, 0xeb, 0xca, 0xea, 0xcf, 0xef, 0xce, 0xee, 0xd6, 0xf6, 0xd4, 0xe4, 'R', 'r', 'R', 'r', 0xdc, 0xfc, 0xdb, 0xfb };
return u200map[code - 0x200];
}
return getAlternative(code);
}
int getAlternative(int code)
{
// This is for determining replacements that do not make CanPrint fail.
switch (code)
{
default:
return code;
case 0x17f: // The 'long s' can be safely remapped to the regular variant, not that this gets used in any real text...
return 's';
case 0x218: // Romanian S with comma below may get remapped to S with cedilla.
return 0x15e;
case 0x219:
return 0x15f;
case 0x21a: // Romanian T with comma below may get remapped to T with cedilla.
return 0x162;
case 0x21b:
return 0x163;
// Greek characters with equivalents in either Latin or Cyrillic. This is only suitable for uppercase fonts!
case 0x391:
return 'A';
case 0x392:
return 'B';
case 0x393:
return 0x413;
case 0x395:
return 'E';
case 0x396:
return 'Z';
case 0x397:
return 'H';
case 0x399:
return 'I';
case 0x39a:
return 'K';
case 0x39c:
return 'M';
case 0x39d:
return 'N';
case 0x39f:
return 'O';
case 0x3a0:
return 0x41f;
case 0x3a1:
return 'P';
case 0x3a4:
return 'T';
case 0x3a5:
return 'Y';
case 0x3a6:
return 0x424;
case 0x3a7:
return 'X';
case 0x3aa:
return 0xcf;
case 0x3ab:
return 0x178;
case 0x3bf:
return 'o';
case 0x3c2:
return 0x3c3; // Lowercase Sigma character in Greek, which changes depending on its positioning in a word; if the font is uppercase only or features a smallcaps style, the second variant of the letter will remain unused
case 0x3ca:
return 0xef;
case 0x3cc:
return 0xf3;
// Cyrillic characters with equivalents in the Latin alphabet.
case 0x400:
return 0xc8;
case 0x401:
return 0xcb;
case 0x405:
return 'S';
case 0x406:
return 'I';
case 0x407:
return 0xcf;
case 0x408:
return 'J';
case 0x450:
return 0xe8;
case 0x451:
return 0xeb;
case 0x455:
return 's';
case 0x456:
return 'i';
case 0x457:
return 0xef;
case 0x458:
return 'j';
}
// skip the rest of Latin characters because none of them are relevant for modern languages, except Vietnamese which cannot be represented with the tiny bitmap fonts anyway.
return code;
}