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Added characters for language names to generated fonts

So that the game can display "Français" when running Chinese, for
example.
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1 parent 20294ab commit 6a18ce6f88f99b166fed34fe5f2feec6a3963082 @hagabaka hagabaka committed Jan 3, 2013
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1,613 data/dialog_font.ja.cfg
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2,912 data/dialog_font.zh_CN.cfg
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1,613 data/label_font.ja.cfg
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2,912 data/label_font.zh_CN.cfg
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1,613 data/outline_font.ja.cfg
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2,912 data/outline_font.zh_CN.cfg
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BIN images/gui/dialog_font.ja.png
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BIN images/gui/dialog_font.zh_CN.png
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BIN images/gui/label_font.ja.png
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BIN images/gui/label_font.zh_CN.png
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BIN images/gui/outline_font.ja.png
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9 utils/font_generation/uniq_chars.rb
@@ -7,9 +7,12 @@
# all languages need these characters for missing translations and
# untranslatable strings
add = ['a'..'z', 'A'..'Z', '0'..'9',
- ' `~!#$%^&*()-_=+[]{};:",.<>/?|→←↑↓'.chars].map(&:to_a).reduce(&:+) +
+ ' `~!#$%^&*()-_=+[]{};:",.<>/?|→←↑↓'.chars,
+ File.read('../../data/languages.cfg').chars
+].map(&:to_a).reduce(&:+) +
-# these don't need glyphs, and will just mess up the font texture
-minus = ["\n"]
+# these don't need glyphs, and/or cause the texture generation scripts
+# to fail
+minus = ["\n" "\\" '@']
STDOUT.write (ARGF.read.chars.to_a.uniq + add - minus).join

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