mirror of
https://github.com/risingPhil/PokeMe64.git
synced 2026-03-26 12:14:42 -05:00
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
32 lines
829 B
C++
Executable File
32 lines
829 B
C++
Executable File
#ifndef _SCENE_WITH_DIALOG_WIDGET_H
|
|
#define _SCENE_WITH_DIALOG_WIDGET_H
|
|
|
|
#include "scenes/AbstractUIScene.h"
|
|
#include "widget/DialogWidget.h"
|
|
|
|
class SceneWithDialogWidget : public AbstractUIScene
|
|
{
|
|
public:
|
|
SceneWithDialogWidget(SceneDependencies& deps);
|
|
virtual ~SceneWithDialogWidget();
|
|
|
|
void init() override;
|
|
void destroy() override;
|
|
|
|
void render(RDPQGraphics& gfx, const Rectangle& sceneBounds) override;
|
|
|
|
void advanceDialog();
|
|
virtual void showDialog(DialogData* diagData);
|
|
protected:
|
|
virtual void setupFonts();
|
|
virtual void setupDialog(DialogWidgetStyle& style);
|
|
|
|
DialogWidget dialogWidget_;
|
|
WidgetFocusChainSegment dialogFocusChainSegment_;
|
|
uint8_t mainFontId_;
|
|
uint8_t fontStyleWhiteId_;
|
|
uint8_t fontStyleYellowId_;
|
|
private:
|
|
};
|
|
|
|
#endif |