GUI: Rework how the default localized font is managed.
Now we set the default localized font to the "text_default" font of the currently active theme and default to the big GUI font in case none is specified properly.
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0d3e79cf77
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050b8e3360
4 changed files with 44 additions and 55 deletions
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@ -571,14 +571,15 @@ bool ThemeEngine::addFont(TextData textId, const Common::String &file) {
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} else {
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Common::String localized = FontMan.genLocalizedFontFilename(file);
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// Try localized fonts
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_texts[textId]->_fontPtr = loadFont(localized);
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_texts[textId]->_fontPtr = loadFont(localized, textId == kTextDataDefault);
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if (!_texts[textId]->_fontPtr) {
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// Try standard fonts
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_texts[textId]->_fontPtr = loadFont(file);
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_texts[textId]->_fontPtr = loadFont(file, textId == kTextDataDefault);
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if (!_texts[textId]->_fontPtr)
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error("Couldn't load font '%s'", file.c_str());
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#ifdef USE_TRANSLATION
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TransMan.setLanguage("C");
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#endif
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@ -1385,7 +1386,7 @@ DrawData ThemeEngine::parseDrawDataId(const Common::String &name) const {
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* External data loading
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*********************************************************/
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const Graphics::Font *ThemeEngine::loadFont(const Common::String &filename) {
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const Graphics::Font *ThemeEngine::loadFont(const Common::String &filename, const bool makeLocalizedFont) {
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// Try already loaded fonts.
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const Graphics::Font *font = FontMan.getFontByName(filename);
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if (font)
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@ -1417,8 +1418,13 @@ const Graphics::Font *ThemeEngine::loadFont(const Common::String &filename) {
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}
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// If the font is successfully loaded store it in the font manager.
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if (font)
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if (font) {
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FontMan.assignFontToName(filename, font);
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// If this font should be the new default localized font, we set it up
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// for that.
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if (makeLocalizedFont)
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FontMan.setLocalizedFont(filename);
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}
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return font;
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}
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