Allow users to decide if they need to import bitmap fonts

pull/3228/head
Andrei Kortunov 2 years ago
parent 5b4e2ab843
commit 43f552f48f

@ -129,6 +129,9 @@ void Launcher::SettingsPage::on_importerButton_clicked()
if (addonsCheckBox->isChecked())
arguments.append(QString("--game-files"));
if (fontsCheckBox->isChecked())
arguments.append(QString("--fonts"));
arguments.append(QString("--encoding"));
arguments.append(mGameSettings.value(QString("encoding"), QString("win1252")));
arguments.append(QString("--ini"));

@ -66,6 +66,7 @@ int wmain(int argc, wchar_t *wargv[]) {
("cfg,c", bpo::value<std::string>(), "openmw.cfg file")
("output,o", bpo::value<std::string>()->default_value(""), "openmw.cfg file")
("game-files,g", "import esm and esp files")
("fonts,f", "import bitmap fonts")
("no-archives,A", "disable bsa archives import")
("encoding,e", bpo::value<std::string>()-> default_value("win1252"),
"Character encoding used in OpenMW game messages:\n"
@ -117,6 +118,13 @@ int wmain(int argc, wchar_t *wargv[]) {
MwIniImporter::multistrmap ini = importer.loadIniFile(iniFile);
MwIniImporter::multistrmap cfg = importer.loadCfgFile(cfgFile);
if (!vm.count("fonts"))
{
ini.erase("Fonts:Font 0");
ini.erase("Fonts:Font 1");
ini.erase("Fonts:Font 2");
}
importer.merge(cfg, ini);
importer.mergeFallback(cfg, ini);

@ -11,6 +11,7 @@ Wizard::ImportPage::ImportPage(QWidget *parent) :
registerField(QLatin1String("installation.import-settings"), importCheckBox);
registerField(QLatin1String("installation.import-addons"), addonsCheckBox);
registerField(QLatin1String("installation.import-fonts"), fontsCheckBox);
}
int Wizard::ImportPage::nextId() const

@ -270,6 +270,10 @@ void Wizard::MainWizard::runSettingsImporter()
arguments.append(QLatin1String("win1252"));
}
// Import fonts
if (field(QLatin1String("installation.import-fonts")).toBool() == true)
arguments.append(QLatin1String("--fonts"));
// Now the paths
arguments.append(QLatin1String("--ini"));

@ -6,7 +6,8 @@ Default UI font and font used in magic scrolls are defined in ``openmw.cfg``:
fallback=Fonts_Font_0,pelagiad
fallback=Fonts_Font_2,ayembedt
By default, built-in TrueType fonts are used. Font used by console and another debug windows is not configurable (so ``Fonts_Font_1`` is unused).
When there are no ``Fonts_Font_*`` lines in user's ``openmw.cfg``, built-in TrueType fonts are used.
Font used by console and another debug windows is not configurable (so ``Fonts_Font_1`` is unused).
Morrowind .fnt fonts
--------------------

@ -112,6 +112,21 @@
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="fontsCheckBox">
<property name="text">
<string>Import bitmap fonts setup</string>
</property>
<property name="toolTip">
<string>Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters,
so OpenMW provides another set of fonts to avoid these issues. These fonts use TrueType technology and are quite similar
to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts.</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<layout class="QGridLayout" name="gridLayout_4" columnstretch="1,1">
<item row="2" column="1">

@ -50,6 +50,21 @@
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="fontsCheckBox">
<property name="text">
<string>Import bitmap fonts setup from Morrowind.ini</string>
</property>
<property name="toolTip">
<string>Fonts shipped with the original engine are blurry with UI scaling and support only a small amount of characters,
so OpenMW provides another set of fonts to avoid these issues. These fonts use TrueType technology and are quite similar
to default Morrowind fonts. Check this box if you still prefer original fonts over OpenMW ones or if you use custom bitmap fonts.</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<spacer name="verticalSpacer">
<property name="orientation">

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