Migrate more prints to font::, determine font for most textboxes

Some textboxes need to be in the level font (like room names, cutscene
dialogue, etc - even in the main game), and some need to be in the
interface font (like when you collect a shiny trinket or crewmate). So
most of these textboxes now have graphics.textboxprintflags(font_flag)
as appropriate.

RoomnameTranslator.cpp is now also migrated to the new print system -
in room name translator mode, the room name is now displayed in the 8x8
font if it's untranslated and the level font if it is.
This commit is contained in:
Dav999-v
2023-01-13 05:11:39 +01:00
committed by Misa Elizabeth Kai
parent 6ca83114bc
commit 48a4e19635
11 changed files with 157 additions and 56 deletions

View File

@@ -400,6 +400,9 @@ void load_main(void)
load_font_filename(false, item);
}
FILESYSTEM_freeEnumerate(&handle);
//font_idx_interface = 1; // TODO TEMP
//font_idx_custom = 1;
}
void load_custom(void)
@@ -717,6 +720,10 @@ static Font* container_get(FontContainer* container, size_t idx)
{
return &fonts_main.fonts[0];
}
if (fonts_custom.count > 0)
{
return &fonts_custom.fonts[0];
}
return NULL;
}
@@ -857,7 +864,7 @@ void print(
}
}
int h_diff_8 = pf.font_sel->glyph_h-8;
int h_diff_8 = (pf.font_sel->glyph_h-8)*pf.scale;
if (h_diff_8 < 0)
{
/* If the font is less high than 8,