0ad/source/graphics/FontMetrics.h
trompetin17 690838e3dc
Add [locale] inline tag for per-locale fonts
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.
2025-08-04 09:35:41 -05:00

46 lines
1.3 KiB
C++

/* Copyright (C) 2025 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_FONTMETRICS
#define INCLUDED_FONTMETRICS
#include <memory>
class CFont;
class CStrIntern;
/**
* Helper class for measuring sizes of text.
* This will load the font when necessary, and will return plausible values
* if loading fails (since misrendering is better than crashing).
*/
class CFontMetrics
{
public:
CFontMetrics(CStrIntern font);
CFontMetrics(CStrIntern font, CStrIntern locale);
float GetHeight() const;
float GetCapHeight();
float GetCharacterWidth(wchar_t c) const;
void CalculateStringSize(const wchar_t* string, float& w, float& h) const;
private:
std::shared_ptr<CFont> m_Font;
};
#endif // INCLUDED_FONTMETRICS