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>
This commit is contained in:
shenlei
2026-09-23 14:17:25 +09:00
co-authored by Claude Opus 5.5
parent 141206cb69
commit afe63bfa61
272 changed files with 137097 additions and 316 deletions
+5
View File
@@ -15,6 +15,8 @@
#include <godot_cpp/classes/object.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/array.hpp>
#include <godot_cpp/classes/image.hpp>
#include <godot_cpp/classes/ref.hpp>
namespace mtgodot {
@@ -38,6 +40,9 @@ public:
static void ui_key(int key, bool pressed);
static void ui_update();
static godot::Array ui_render_commands();
// The pixels of a "mem:<id>@<revision>" image command (the CGraphicFontTexture glyph pages) as an
// RGBA8 Image; null when the texture is gone or its revision is still `known_revision`.
static godot::Ref<godot::Image> memory_texture(const godot::String &name, int64_t known_revision);
static void stop();
protected: