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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Claude Opus 5.5
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@@ -83,4 +83,16 @@ void DeleteCriticalSection(LPCRITICAL_SECTION cs);
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void EnterCriticalSection(LPCRITICAL_SECTION cs);
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void LeaveCriticalSection(LPCRITICAL_SECTION cs);
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// stringapiset.h. WCHAR is 32-bit here, so wide strings hold UTF-32 code points. CP_UTF8 and
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// CP_ACP/1252 are converted directly; other code pages go through iconv where the platform has it.
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#define CP_ACP 0
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#define CP_UTF8 65001
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#define MB_PRECOMPOSED 0x00000001
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#define MB_ERR_INVALID_CHARS 0x00000008
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#define WC_NO_BEST_FIT_CHARS 0x00000400
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int MultiByteToWideChar(UINT CodePage, DWORD dwFlags, LPCSTR lpMultiByteStr, int cbMultiByte,
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LPWSTR lpWideCharStr, int cchWideChar);
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int WideCharToMultiByte(UINT CodePage, DWORD dwFlags, LPCWSTR lpWideCharStr, int cchWideChar,
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LPSTR lpMultiByteStr, int cbMultiByte, LPCSTR lpDefaultChar, LPBOOL lpUsedDefaultChar);
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#endif // !_WIN32
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