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In order to render japanese characters, we need to have a font which has japanese characters and make sure they are added to the .font64 file with mkfont during compilation. I wrote a small program before to figure out which Japanese characters are actually used in the Japanese gameboy cartridges. I only added those unicode ranges to the fonts to keep them small. There was no easy way to have a font that has both latin and Japanese characters, especially not free. So I used FontForge to merge the japanese glyphs from Osaka Regular-Mono into Arial.ttf
54 lines
1.5 KiB
C++
54 lines
1.5 KiB
C++
#ifndef _ABOUTSCENE_H
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#define _ABOUTSCENE_H
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#include "scenes/AbstractUIScene.h"
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#include "widget/ScrollWidget.h"
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#include "widget/ImageWidget.h"
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#include "widget/TextWidget.h"
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/**
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* @brief This scene shows the version number and credits of the PokeMe64 project.
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*/
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class AboutScene : public AbstractUIScene
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{
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public:
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AboutScene(SceneDependencies& deps, void* context);
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virtual ~AboutScene();
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void init() override;
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void destroy() override;
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bool handleUserInput(joypad_port_t port, const joypad_inputs_t& inputs) override;
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void render(RDPQGraphics& gfx, const Rectangle& sceneBounds) override;
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protected:
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private:
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uint8_t fontIdMainFont_;
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uint8_t fontMainFontStyleWhiteId_;
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sprite_t* logoLibDragon_;
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sprite_t* logoBulbagarden_;
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sprite_t* logoRetroGameMechanicsExplained_;
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sprite_t* logoDataCrystal_;
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sprite_t* logoPKHEX_;
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sprite_t* logoGBDevIO_;
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sprite_t* logoNESDevWiki_;
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sprite_t* logoPokeTransporterGB_;
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ScrollWidget scrollWidget_;
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TextWidget headerText_;
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ImageWidget imgDragonWidget_;
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ImageWidget imgBulbagardenWidget_;
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ImageWidget imgRetroGameMechanicsExplained_;
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ImageWidget imgDataCrystal_;
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TextWidget dataCrystalText_;
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ImageWidget imgPKHEX_;
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TextWidget PKHEXText_;
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TextWidget pretPokeCrystalText_;
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ImageWidget imgGBDevIO_;
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TextWidget gbDevIOText_;
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ImageWidget imgNESDevWiki_;
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ImageWidget imgPokeTransporterGB_;
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TextWidget otherCreditsText_;
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WidgetFocusChainSegment scrollFocusSegment_;
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bool bButtonPressed_;
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};
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#endif |