Changes between Version 2 and Version 3 of Font_Builder2


Ignore:
Timestamp:
Jan 12, 2016, 1:14:23 AM (8 years ago)
Author:
leper
Comment:

We render all available glyphs since r14853. We need some documentation for font fallback support. Also link to Adding_font_support.

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  • Font_Builder2

    v2 v3  
    99To add a new font, you place the font files in the [[http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/tools/fontbuilder/fonts|binaries/data/tools/fontbuilder/fonts]] directory. Then you modify the [[http://trac.wildfiregames.com/browser/ps/trunk/source/tools/fontbuilder2/fontbuilder.py|fontbuilder.py]] script to render those fonts. The font variations are controlled near the end of the file. Note that, unless you're redesigning the entire GUI, the names in the fonts array still need to contain all names used in the GUI files.
    1010
    11 == Adding new glyphs to existing fonts ==
     11See [wiki:Adding_font_support] for some more information on how to add new fonts.
    1212
    13 Not all glyphs available in the fonts are pre-rendered. This is to save space for those glyphs we don't need anyway. The glyphs that get rendered are in the [[http://trac.wildfiregames.com/browser/ps/trunk/source/tools/fontbuilder2/charset.txt|charset.txt]] as a table with the Unicode code point, the actual symbol, and the name of the symbol (see [[http://www.utf8-chartable.de/unicode-utf8-table.pl?utf8=-|the unicode chartable]]). When a glyph is added, you just need to render the fonts again.
    14 
    15 
     13== Fallback fonts ==
     14TODO (see r14853)