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New `[locale='xx']...[/locale]` markup lets GUI text sections render with a locale-specific font (e.g. CJK) while the rest of the caption keeps the current game font. guiObject.caption = "Hello [locale='ja']世界[/locale], how do you [locale='zh']感覺[/locale]" This is ideal for language pickers and similar UI where you want the language name shown in its own script. This commit unlocks richer, self-explanatory international UI while keeping the legacy text behaviour unchanged.
46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
/* Copyright (C) 2025 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_FONTMETRICS
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#define INCLUDED_FONTMETRICS
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#include <memory>
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class CFont;
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class CStrIntern;
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/**
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* Helper class for measuring sizes of text.
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* This will load the font when necessary, and will return plausible values
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* if loading fails (since misrendering is better than crashing).
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*/
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class CFontMetrics
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{
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public:
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CFontMetrics(CStrIntern font);
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CFontMetrics(CStrIntern font, CStrIntern locale);
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float GetHeight() const;
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float GetCapHeight();
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float GetCharacterWidth(wchar_t c) const;
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void CalculateStringSize(const wchar_t* string, float& w, float& h) const;
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private:
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std::shared_ptr<CFont> m_Font;
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};
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#endif // INCLUDED_FONTMETRICS
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