Age | Commit message (Collapse) | Author |
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and the large font
-Codechange: don't remove large font glyphs because they are broken in the original font, just fix them up in openttd.grf using action A
-Change: make extra characters more consistent with the original font
All by PaulC.
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dirty variables into a single structure
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fontconfig. This should generally make the fallback choice better legible
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another moment than the other fonts
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library
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a class to call back
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to provide a sprite or fall back to the freetype font if that's loaded
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in use and choose the nearest size to that selected if not. Font metrics should then just work.
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allocation. (monoid)
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'?', use the sprite font's '?' instead.
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called with NULL
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checked for missing glyphs on language change
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when compiling for OSX 10.4 as it tried to match also OpenTTD-specific control characters
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consisted of unrelated values use static const (u)int
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can be loaded, i.e. while searching for a suitable font test whether you can open it and if not search further instead of always returning the first suitable font even when it can't be loaded
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for small and large font sizes.
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to position font offset correctly.
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OSX.
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unconditionally (leeus)
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instead of palette_mode. (Why did it work at some point?)
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fonts
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Win32 specific part of fontcache.cpp; jumps across variable declarations (Maeyanie)
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font using its english name fails. So now we search the font using the localised name and use the english name for the final 'validation' only.
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sources too
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