Changes between Version 2 and Version 3 of Font_Builder2
- Timestamp:
- Jan 12, 2016, 1:14:23 AM (8 years ago)
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Font_Builder2
v2 v3 9 9 To 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. 10 10 11 == Adding new glyphs to existing fonts == 11 See [wiki:Adding_font_support] for some more information on how to add new fonts. 12 12 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 == 14 TODO (see r14853)