PokeMe64/include/scenes/SceneWithDialogWidget.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

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