0ad/source/graphics/FontManager.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

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/* 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_FONTMANAGER
#define INCLUDED_FONTMANAGER
#include "lib/code_annotation.h"
#include "ps/CStrIntern.h"
#include <array>
#include <ft2build.h>
#include FT_FREETYPE_H
#include <memory>
#include <unordered_map>
class CFont;
struct FT_LibraryRec_;
/**
* Font manager: loads and caches bitmap fonts.
*/
class CFontManager
{
public:
CFontManager();
~CFontManager() = default;
NONCOPYABLE(CFontManager);
std::shared_ptr<CFont> LoadFont(CStrIntern fontName, CStrIntern locale);
void UploadTexturesAtlasToGPU();
private:
static void ftLibraryDeleter(FT_Library library) {
FT_Done_FreeType(library);
}
std::unique_ptr<FT_LibraryRec_, decltype(&ftLibraryDeleter)> m_FreeType{nullptr, &ftLibraryDeleter};
std::shared_ptr<std::array<float,256>> m_GammaCorrectionLUT;
using FontsMap = std::unordered_map<CStrIntern, std::shared_ptr<CFont>>;
FontsMap m_Fonts;
/*
* Most monitors today use 2.2 as the standard gamma.
* MacOS may use 2.2 or 1.8 in some cases.
* This method assumes your OS or GPU didnt override the gamma ramp.
* Unless we need super-accurate gamma (e.g., for print preview or color grading), this is usually acceptable.
*/
static constexpr float GAMMA_CORRECTION = 2.2f;
};
#endif // INCLUDED_FONTMANAGER