Difference between revisions of "Action12"
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==Introduction== |
==Introduction== |
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+ | {{ottdp|0.6|2.5|ttdprev=2.0.1 alpha 73}} |
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This action allows loading and defining glyphs for any [http://www.unicode.org/ Unicode] character in the BMP (Basic Multilingual Plane), i.e. up to U+FFFF. |
This action allows loading and defining glyphs for any [http://www.unicode.org/ Unicode] character in the BMP (Basic Multilingual Plane), i.e. up to U+FFFF. |
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''Note'': If any .grf file containing an action 12 is loaded (even if it is inactive), TTDPatch is put into UTF-8 mode. This changes how character input is processed and how custom strings are stored in the savegame (they are converted to UTF-8 encoding). It is not possible to prevent this, and because of possible bugs in UTF-8 mode it is therefore preferable to put all font glyphs in separate .grf files to allow them to not be loaded in the case of problems. |
''Note'': If any .grf file containing an action 12 is loaded (even if it is inactive), TTDPatch is put into UTF-8 mode. This changes how character input is processed and how custom strings are stored in the savegame (they are converted to UTF-8 encoding). It is not possible to prevent this, and because of possible bugs in UTF-8 mode it is therefore preferable to put all font glyphs in separate .grf files to allow them to not be loaded in the case of problems. |
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− | Available since TTDPatch 2.0.1 alpha 73. |
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== Format == |
== Format == |
Revision as of 15:17, 6 August 2011
Introduction
0.6 2.5 This action allows loading and defining glyphs for any Unicode character in the BMP (Basic Multilingual Plane), i.e. up to U+FFFF.
Note: If any .grf file containing an action 12 is loaded (even if it is inactive), TTDPatch is put into UTF-8 mode. This changes how character input is processed and how custom strings are stored in the savegame (they are converted to UTF-8 encoding). It is not possible to prevent this, and because of possible bugs in UTF-8 mode it is therefore preferable to put all font glyphs in separate .grf files to allow them to not be loaded in the case of problems.
Format
The data looks as follows:
<sprite-number> * <length> 12 <num-def> (<font> <num-char> <base-char>){n}
Element | Size | Description |
---|---|---|
<sprite-number> | dec | A sequential sprite number |
<length> | dec | The total number of bytes in the action |
12 | B | Action 12 |
num-def | B | Number of definitions |
font | B | Font for which to provide glyphs |
num-char | B | Number of consecutive glyphs |
base-char | W | First Unicode character for which to provide glyphs |
Following the action 12 must be the real sprites for all glyphs, as many sprites as all <num-char> added up.
Glyphs sprites may only use colors 00 (transparent), 01 (foreground) and 02 (shadow). A sprite that uses the shadow color MUST NOT use the chunked data format.
Description
sprite-number
The current sprite number.
length
The total number of bytes in this action 12.
num-def
This specifies how many definitions follow, each having <font>, <num-char> and <base-char>.
font
The font to define glyphs for. The value can be 0 for the normal size, 1 for the small size, or 2 for the large size font.
num-char
The number of characters in the range.
base-char
The first Unicode character in a range to provide glyphs for. This can be any Unicode character in the BMP.
Note that all characters of a definition (i.e., <font> <num-char> <base-char> triplet) must fit within a "block" of 128 characters, i.e. you cannot define characters U+00E0..U+011F with one definition; instead you must split it into U+00E0..U+00FF and U+0100..U+011F because those are two different blocks.
Example
583 * 10 12 02 00 08 F8 00 00 0C 00 01
Byte | Meaning |
---|---|
583 | <sprite-number> |
10 | <length> of the action in bytes; start counting at 12 (<action>) |
12 | <action>: sets this pseudo-sprite to function as action 12 |
02 | <num-def>: we're defining two ranges of characters |
00 | <font>: first range, defining font 0 (normal size) |
08 | <num-char>: defining 8 characters in a row |
F8 00 | <base-char>: character U+00F8 is the first character |
00 | <font>: second range, also defining font 0 (normal size) |
0C | <num-char>: defining another 12 characters |
00 01 | <base-char>: character U+0100 is the first character |
Therefore, this action 12 defines glyphs for Unicode characters U+00F8..U+010B. They are split into two definitions because a definition cannot cross a block boundary.
After this action 12 follow 20 real sprites containing the glyphs for the above characters.