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Add CJK Font fallback. #1058
I'm not a lawyer so I can't say if GPLv2 with Font embedding exception is incompatible to GPLv3+.
I was worried about another thing: We plan to relicense the Player with a GPL Linking Exception which would be incompatible to GPLv2+FontEmbedding but you putted the fonts in a different file so for such a GPL-incompatible build we could just ifdef out that part
Updating the other platform files is simple. Most platforms just compile all cpp files they can find, except CMake and Windows (Visual Studio).
Where to add the files:
Looks good to me. What do the other devs think? Unfortunately it makes the executable 500kbyte hugher but on the other hand it solves all our CJK font problems.
The fallback code is also nice because this allows us to use a different font file for chinese games, otherwise they get japanese kanjis.
IMO we are covered by the FE, Player renders the font unmodified and makes a (dynamically generated) document.
Off topic: We already have a lot included in the executable, but leaving things out and making it modular is a big task and having different builds around (for example one for Chinese, one for Western and one for Japanese with different fonts) will make everything more complicated for now.