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Improve font mode auto-selection for languages like Chinese

This commit is contained in:
Ivan Savenko 2024-09-28 19:31:16 +00:00
parent fecfdd7056
commit 4ed478b6e5
2 changed files with 21 additions and 3 deletions

View File

@ -13,8 +13,13 @@
#include "CTrueTypeFont.h"
#include "CBitmapFont.h"
#include "../CGameInfo.h"
#include "../../lib/CConfigHandler.h"
#include "../../lib/modding/CModHandler.h"
#include "../../lib/texts/TextOperations.h"
#include "../../lib/texts/CGeneralTextHandler.h"
#include "../../lib/texts/Languages.h"
void FontChain::renderText(SDL_Surface * surface, const std::string & data, const ColorRGBA & color, const Point & pos) const
{
@ -39,7 +44,7 @@ size_t FontChain::getFontAscentScaled() const
return maxHeight;
}
bool FontChain::bitmapFontsPrioritized() const
bool FontChain::bitmapFontsPrioritized(const std::string & bitmapFontName) const
{
const std::string & fontType = settings["video"]["fontsType"].String();
if (fontType == "original")
@ -55,6 +60,19 @@ bool FontChain::bitmapFontsPrioritized() const
if (!vstd::isAlmostEqual(1.0, settings["video"]["fontScalingFactor"].Float()))
return false; // If player requested non-100% scaling - use scalable fonts
std::string modName = CGI->modh->findResourceOrigin(ResourcePath("data/" + bitmapFontName, EResType::BMP_FONT));
std::string fontLanguage = CGI->modh->getModLanguage(modName);
std::string gameLanguage = CGI->generaltexth->getPreferredLanguage();
std::string fontEncoding = Languages::getLanguageOptions(fontLanguage).encoding;
std::string gameEncoding = Languages::getLanguageOptions(gameLanguage).encoding;
// player uses language with different encoding than his bitmap fonts
// for example, Polish language with English fonts or Chinese language which can't use H3 fonts at all
// this may result in unintended mixing of ttf and bitmap fonts, which may have a bit different look
// so in this case prefer ttf fonts that are likely to cover target language better than H3 fonts
if (fontEncoding != gameEncoding)
return false;
return true; // else - use original bitmap fonts
}
@ -65,7 +83,7 @@ void FontChain::addTrueTypeFont(const JsonNode & trueTypeConfig)
void FontChain::addBitmapFont(const std::string & bitmapFilename)
{
if (bitmapFontsPrioritized())
if (bitmapFontsPrioritized(bitmapFilename))
chain.insert(chain.begin(), std::make_unique<CBitmapFont>(bitmapFilename));
else
chain.push_back(std::make_unique<CBitmapFont>(bitmapFilename));

View File

@ -29,7 +29,7 @@ class FontChain final : public IFont
void renderText(SDL_Surface * surface, const std::string & data, const ColorRGBA & color, const Point & pos) const override;
size_t getFontAscentScaled() const override;
bool bitmapFontsPrioritized() const;
bool bitmapFontsPrioritized(const std::string & bitmapFontName) const;
public:
FontChain() = default;