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authorAdam Borowski <kilobyte@angband.pl>2012-07-19 14:15:38 +0200
committerAdam Borowski <kilobyte@angband.pl>2012-07-20 02:13:23 +0200
commit1d9f2b132e9c6acf6258c65c0dacd46ec26bc5b5 (patch)
tree1410f64bb213be9810950a24639cfc06624765c3 /crawl-ref/source/contrib
parentfa5e20339cc0cb2f9b964a034e64d6224803fa94 (diff)
downloadcrawl-ref-1d9f2b132e9c6acf6258c65c0dacd46ec26bc5b5.tar.gz
crawl-ref-1d9f2b132e9c6acf6258c65c0dacd46ec26bc5b5.zip
Move the shipped font to contribs, upgrade to DejaVu.
Sadly, this fails to handle CJK well; I played long with fontforge trying to get at least Korean in, but without much success. In theory, hangul glyphs are built from few jamo (24, around a hundred graphical variants), but fontforge seems to copy all 11184 glyphs as combined splines. It may be possible to have a completely separate font, and load it if the .ko or .zh translations are selected, but since 99.9% of the game is still in English (you read descs once), it would need to be a good monospaced font, and I can't seem to find one. They're always either proportional or abysmally bad. This is an issue only for 0.11, I plan to look into fontconfig (/ pango?) integration later so the single font requirement or the inability to use system fonts will be no more. Also, the way font detection in the Makefile is done is a good example of something that shouldn't be done in make...
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diff --git a/crawl-ref/source/contrib/fonts b/crawl-ref/source/contrib/fonts
new file mode 160000
+Subproject 6d3046974f35189a679a4d84b254efe82d1653b