2V0-g: port the .fnt font pipeline over a FreeType GDI emulation
CGraphicText, CGraphicFontTexture and CGraphicDib are the 40250 bodies verbatim; CGraphicTextInstance is verbatim except that its D3D draws become UI render commands (one image quad per glyph, Bar for cursor/underline). - platform/Win32Gdi.cpp: the GDI subset those files call, over vendored FreeType 2.13.3, following GDI's LOGFONT cell height, win metrics and gasp rules; system font lookup with substitute and CJK fallback faces - Win32Crt: MultiByteToWideChar / WideCharToMultiByte (UTF-8 and 1252 by hand, other code pages through iconv) - CGraphicImageTexture memory textures: glyph pages reach Godot as "mem:<id>@<revision>"; Metin2PythonHost.memory_texture + Canvas cache - Util.cpp code page / font face table, SetDefaultCodePage at boot, DefaultFont_* block, fnt resource type, GetMaxTextureWidth/Height - TextTag, StringCodec, Arabic, Vietnamese copied from 40250 - tests: port.text (Tahoma 12 metrics, alignment, CP949), port.app_loop and python_host_test.gd now check glyph quads instead of text commands Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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co-authored by
Claude Opus 5.5
parent
141206cb69
commit
afe63bfa61
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#pragma once
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int Ymir_WideCharToMultiByte(
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UINT CodePage,
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DWORD dwFlags,
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LPCWSTR lpWideCharStr,
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int cchWideChar,
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LPSTR lpMultiByteStr,
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int cbMultiByte,
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LPCSTR lpDefaultChar,
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LPBOOL lpUsedDefaultChar
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);
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int Ymir_MultiByteToWideChar(
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UINT CodePage,
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DWORD dwFlags,
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LPCSTR lpMultiByteStr,
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int cbMultiByte,
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LPWSTR lpWideCharStr,
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int cchWideChar
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);
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