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Removed CGI in favor of VLC. Map handle is for now global variable
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@ -13,13 +13,12 @@
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#include "CTrueTypeFont.h"
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#include "CBitmapFont.h"
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#include "../CGameInfo.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/modding/CModHandler.h"
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#include "../../lib/texts/TextOperations.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/texts/Languages.h"
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#include "../../lib/VCMI_Lib.h"
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void FontChain::renderText(SDL_Surface * surface, const std::string & data, const ColorRGBA & color, const Point & pos) const
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{
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@ -60,9 +59,9 @@ bool FontChain::bitmapFontsPrioritized(const std::string & bitmapFontName) const
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if (!vstd::isAlmostEqual(1.0, settings["video"]["fontScalingFactor"].Float()))
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return false; // If player requested non-100% scaling - use scalable fonts
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std::string gameLanguage = CGI->generaltexth->getPreferredLanguage();
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std::string gameLanguage = VLC->generaltexth->getPreferredLanguage();
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std::string gameEncoding = Languages::getLanguageOptions(gameLanguage).encoding;
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std::string fontEncoding = CGI->modh->findResourceEncoding(ResourcePath("data/" + bitmapFontName, EResType::BMP_FONT));
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std::string fontEncoding = VLC->modh->findResourceEncoding(ResourcePath("data/" + bitmapFontName, EResType::BMP_FONT));
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// player uses language with different encoding than his bitmap fonts
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// for example, Polish language with English fonts or Chinese language which can't use H3 fonts at all
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