PokeMe64/include/scenes/AboutScene.h
Philippe Symons a1a6817dbf Update Arial font: add Japanese glyphs from Osaka Regular-Mono.ttf
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
2024-12-17 13:21:21 +01:00

54 lines
1.5 KiB
C++

#ifndef _ABOUTSCENE_H
#define _ABOUTSCENE_H
#include "scenes/AbstractUIScene.h"
#include "widget/ScrollWidget.h"
#include "widget/ImageWidget.h"
#include "widget/TextWidget.h"
/**
* @brief This scene shows the version number and credits of the PokeMe64 project.
*/
class AboutScene : public AbstractUIScene
{
public:
AboutScene(SceneDependencies& deps, void* context);
virtual ~AboutScene();
void init() override;
void destroy() override;
bool handleUserInput(joypad_port_t port, const joypad_inputs_t& inputs) override;
void render(RDPQGraphics& gfx, const Rectangle& sceneBounds) override;
protected:
private:
uint8_t fontIdMainFont_;
uint8_t fontMainFontStyleWhiteId_;
sprite_t* logoLibDragon_;
sprite_t* logoBulbagarden_;
sprite_t* logoRetroGameMechanicsExplained_;
sprite_t* logoDataCrystal_;
sprite_t* logoPKHEX_;
sprite_t* logoGBDevIO_;
sprite_t* logoNESDevWiki_;
sprite_t* logoPokeTransporterGB_;
ScrollWidget scrollWidget_;
TextWidget headerText_;
ImageWidget imgDragonWidget_;
ImageWidget imgBulbagardenWidget_;
ImageWidget imgRetroGameMechanicsExplained_;
ImageWidget imgDataCrystal_;
TextWidget dataCrystalText_;
ImageWidget imgPKHEX_;
TextWidget PKHEXText_;
TextWidget pretPokeCrystalText_;
ImageWidget imgGBDevIO_;
TextWidget gbDevIOText_;
ImageWidget imgNESDevWiki_;
ImageWidget imgPokeTransporterGB_;
TextWidget otherCreditsText_;
WidgetFocusChainSegment scrollFocusSegment_;
bool bButtonPressed_;
};
#endif