- make the switch between game and generic fonts automatic by adding a key value to the language table
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13 changed files with 108 additions and 88 deletions
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@ -79,21 +79,6 @@ CUSTOM_CVAR(Int, con_buffersize, -1, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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if (self >= 0 && self < 128) self = 128;
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}
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bool generic_hud, generic_ui;
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EXTERN_CVAR(Bool, ui_generic)
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CUSTOM_CVAR(Bool, hud_generic, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // All HUD elements only use generic assets
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{
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generic_hud = self || ui_generic;
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}
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CUSTOM_CVAR(Bool, ui_generic, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG) // The entire UI uses generic assets (this excludes the primary menus)
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{
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generic_ui = self;
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generic_hud = self || hud_generic;
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}
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FConsoleBuffer *conbuffer;
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static void C_TabComplete (bool goForward);
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@ -599,13 +584,13 @@ CUSTOM_CVAR (Int, msgmidcolor2, 4, CVAR_ARCHIVE)
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EColorRange C_GetDefaultFontColor()
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{
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// Ideally this should analyze the SmallFont and pick a matching color.
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if (!generic_hud) return CR_UNTRANSLATED;
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if (!generic_ui) return CR_UNTRANSLATED;
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return gameinfo.gametype == GAME_Doom ? CR_RED : gameinfo.gametype == GAME_Chex ? CR_GREEN : gameinfo.gametype == GAME_Strife ? CR_GOLD : CR_GRAY;
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}
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FFont * C_GetDefaultHUDFont()
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{
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return generic_hud? NewSmallFont : SmallFont;
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return generic_ui? NewSmallFont : SmallFont;
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}
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void C_InitConback()
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@ -800,9 +785,9 @@ void FNotifyBuffer::AddString(int printlevel, FString source)
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con_notifylines == 0)
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return;
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width = DisplayWidth / active_con_scaletext(generic_hud);
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width = DisplayWidth / active_con_scaletext(generic_ui);
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FFont *font = hud_generic ? NewSmallFont : SmallFont;
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FFont *font = generic_ui ? NewSmallFont : SmallFont;
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if (font == nullptr) return; // Without an initialized font we cannot handle the message (this is for those which come here before the font system is ready.)
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if (AddType == APPENDLINE && Text.Size() > 0 && Text[Text.Size() - 1].PrintLevel == printlevel)
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@ -1086,7 +1071,7 @@ void FNotifyBuffer::Draw()
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line = Top;
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canskip = true;
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FFont *font = hud_generic ? NewSmallFont : SmallFont;
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FFont *font = generic_ui ? NewSmallFont : SmallFont;
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lineadv = font->GetHeight ();
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for (unsigned i = 0; i < Text.Size(); ++ i)
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@ -1109,7 +1094,7 @@ void FNotifyBuffer::Draw()
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else
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color = PrintColors[notify.PrintLevel];
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int scale = active_con_scaletext(generic_hud);
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int scale = active_con_scaletext(generic_ui);
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if (!center)
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screen->DrawText (font, color, 0, line, notify.Text,
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DTA_VirtualWidth, screen->GetWidth() / scale,
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