Added more variants of Ysabeuau fonts
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assets/games/liminal/fonts/OFL.txt
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93
assets/games/liminal/fonts/OFL.txt
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Copyright 2023 The Ysabeau Project Authors (https://github.com/CatharsisFonts/Ysabeau)
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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redistributed and/or sold with any software provided that any reserved
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names are not used by derivative works. The fonts and derivatives,
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however, cannot be released under any other type of license. The
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requirement for fonts to remain under this license does not apply
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to any document created using the fonts or their derivatives.
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DEFINITIONS
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"Font Software" refers to the set of files released by the Copyright
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Holder(s) under this license and clearly marked as such. This may
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include source files, build scripts and documentation.
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"Reserved Font Name" refers to any names specified as such after the
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copyright statement(s).
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"Original Version" refers to the collection of Font Software components as
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distributed by the Copyright Holder(s).
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"Modified Version" refers to any derivative made by adding to, deleting,
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or substituting -- in part or in whole -- any of the components of the
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Original Version, by changing formats or by porting the Font Software to a
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new environment.
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"Author" refers to any designer, engineer, programmer, technical
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writer or other person who contributed to the Font Software.
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PERMISSION & CONDITIONS
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Permission is hereby granted, free of charge, to any person obtaining
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a copy of the Font Software, to use, study, copy, merge, embed, modify,
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redistribute, and sell modified and unmodified copies of the Font
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Software, subject to the following conditions:
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1) Neither the Font Software nor any of its individual components,
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in Original or Modified Versions, may be sold by itself.
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2) Original or Modified Versions of the Font Software may be bundled,
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redistributed and/or sold with any software, provided that each copy
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contains the above copyright notice and this license. These can be
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included either as stand-alone text files, human-readable headers or
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in the appropriate machine-readable metadata fields within text or
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binary files as long as those fields can be easily viewed by the user.
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3) No Modified Version of the Font Software may use the Reserved Font
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Name(s) unless explicit written permission is granted by the corresponding
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Copyright Holder. This restriction only applies to the primary font name as
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presented to the users.
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4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
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Software shall not be used to promote, endorse or advertise any
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Modified Version, except to acknowledge the contribution(s) of the
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Copyright Holder(s) and the Author(s) or with their explicit written
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permission.
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5) The Font Software, modified or unmodified, in part or in whole,
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must be distributed entirely under this license, and must not be
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distributed under any other license. The requirement for fonts to
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remain under this license does not apply to any document created
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using the Font Software.
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TERMINATION
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This license becomes null and void if any of the above conditions are
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not met.
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DISCLAIMER
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
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OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
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DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
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OTHER DEALINGS IN THE FONT SOFTWARE.
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BIN
assets/games/liminal/fonts/Ysabeau-Black.ttf
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assets/games/liminal/fonts/Ysabeau-Black.ttf
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assets/games/liminal/fonts/Ysabeau-BlackItalic.ttf
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assets/games/liminal/fonts/Ysabeau-BlackItalic.ttf
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assets/games/liminal/fonts/Ysabeau-Bold.ttf
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assets/games/liminal/fonts/Ysabeau-Bold.ttf
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assets/games/liminal/fonts/Ysabeau-BoldItalic.ttf
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assets/games/liminal/fonts/Ysabeau-BoldItalic.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraBold.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraBold.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraBoldItalic.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraBoldItalic.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraLight.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraLight.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraLightItalic.ttf
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assets/games/liminal/fonts/Ysabeau-ExtraLightItalic.ttf
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assets/games/liminal/fonts/Ysabeau-Italic.ttf
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assets/games/liminal/fonts/Ysabeau-Italic.ttf
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assets/games/liminal/fonts/Ysabeau-Light.ttf
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assets/games/liminal/fonts/Ysabeau-Light.ttf
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assets/games/liminal/fonts/Ysabeau-LightItalic.ttf
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assets/games/liminal/fonts/Ysabeau-LightItalic.ttf
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assets/games/liminal/fonts/Ysabeau-MediumItalic.ttf
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assets/games/liminal/fonts/Ysabeau-MediumItalic.ttf
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assets/games/liminal/fonts/Ysabeau-Regular.ttf
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assets/games/liminal/fonts/Ysabeau-Regular.ttf
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assets/games/liminal/fonts/Ysabeau-SemiBold.ttf
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assets/games/liminal/fonts/Ysabeau-SemiBold.ttf
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assets/games/liminal/fonts/Ysabeau-SemiBoldItalic.ttf
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assets/games/liminal/fonts/Ysabeau-SemiBoldItalic.ttf
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assets/games/liminal/fonts/Ysabeau-Thin.ttf
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assets/games/liminal/fonts/Ysabeau-Thin.ttf
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assets/games/liminal/fonts/Ysabeau-ThinItalic.ttf
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assets/games/liminal/fonts/Ysabeau-ThinItalic.ttf
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<vnscene name="Scene1Prologue" extend="scenes/SceneBase">
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<vnscene name="Scene1Prologue" extend="scenes/SceneBase">
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<events>
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<events>
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<text>
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<text>
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<string lang="en">There is a bucket.</string>
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<string lang="en"><font style="italics">There is a bucket.</font></string>
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</text>
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</text>
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<text>
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<text>
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</text>
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</text>
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<text>
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<text>
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<string lang="en">You are dead when the bucket falls — crushes your skull — caves you open — drenches you and drenches you, drowns you, fells you and kills, kills, kills you.</string>
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<string lang="en">You are dead when the bucket falls - crushes your skull - caves you open - drenches you and drenches you, drowns you, fells you and kills, kills, kills you.</string>
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</text>
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</text>
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<text>
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<text>
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@ -5,7 +5,7 @@
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#pragma once
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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#include "scene/SceneItemComponent.hpp"
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#include "scene/components/ui/text/UILabel.hpp"
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#include "scene/components/ui/text/UIRichTextLabel.hpp"
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#include "input/InputManager.hpp"
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#include "input/InputManager.hpp"
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#define VN_TEXTBOX_SPEED 25.0f
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#define VN_TEXTBOX_SPEED 25.0f
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class VNTextboxScroller : public SceneItemComponent {
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class VNTextboxScroller : public SceneItemComponent {
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public:
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public:
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// @optional
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// @optional
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StateProperty<UILabel*> label;
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StateProperty<UIRichTextLabel*> label;
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// @optional
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// @optional
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StateProperty<int32_t> visibleLines;
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StateProperty<int32_t> visibleLines;
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@ -20,8 +20,7 @@ namespace Dawn {
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scroller = this->getScene()->findComponent<VNTextboxScroller>();
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scroller = this->getScene()->findComponent<VNTextboxScroller>();
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assertNotNull(scroller);
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assertNotNull(scroller);
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assertUnreachable();
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scroller->label->richText = "<font font=\"font_main\" size=\"32\">" + text + "</font>";
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// scroller->label->text = text;
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useEvent([&](inputbind_t bind){
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useEvent([&](inputbind_t bind){
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if(bind != INPUT_BIND_ACCEPT) return;
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if(bind != INPUT_BIND_ACCEPT) return;
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@ -23,6 +23,9 @@ tool_texture(texture_eth FILE=${LIMINAL_ASSETS_DIR}/textures/eth.png)
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tool_texture(texture_border FILE=${LIMINAL_ASSETS_DIR}/textures/texture_test.png)
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tool_texture(texture_border FILE=${LIMINAL_ASSETS_DIR}/textures/texture_test.png)
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tool_truetype(font_main
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tool_truetype(font_main
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REGULAR=${LIMINAL_ASSETS_DIR}/fonts/Ysabeau-Medium.ttf
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REGULAR=${LIMINAL_ASSETS_DIR}/fonts/Ysabeau-Medium.ttf
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BOLD=${LIMINAL_ASSETS_DIR}/fonts/Ysabeau-SemiBold.ttf
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ITALICS=${LIMINAL_ASSETS_DIR}/fonts/Ysabeau-MediumItalic.ttf
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BOLD_ITALICS=${LIMINAL_ASSETS_DIR}/fonts/Ysabeau-SemiBoldItalic.ttf
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)
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)
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tool_scene(${LIMINAL_ASSETS_DIR}/scenes/SceneBase.xml)
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tool_scene(${LIMINAL_ASSETS_DIR}/scenes/SceneBase.xml)
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using namespace Dawn;
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using namespace Dawn;
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Scene * Dawn::dawnGameGetInitialScene(DawnGame *game) {
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Scene * Dawn::dawnGameGetInitialScene(DawnGame *game) {
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return new HelloWorldScene(game);
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// return new HelloWorldScene(game);
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// return new Scene1Prologue(game);
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return new Scene1Prologue(game);
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}
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}
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// Remove extension
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// Remove extension
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size_t pos = path.find_last_of(".");
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size_t pos = path.find_last_of(".");
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std::string filename = path.substr(0, pos);
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std::string filename = path.substr(0, pos);
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std::string pathLower = stringToLowercase(path);
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style = 0;
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style = 0;
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if(path.find("bold") != std::string::npos || filename.ends_with("bd") || filename.ends_with("bi")) {
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if(pathLower.find("bold") != std::string::npos || filename.ends_with("bd") || filename.ends_with("bi")) {
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style |= TRUE_TYPE_VARIANT_BOLD;
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style |= TRUE_TYPE_VARIANT_BOLD;
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}
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}
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if(path.find("italics") != std::string::npos || filename.ends_with("i") || filename.ends_with("bi")) {
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if(pathLower.find("italic") != std::string::npos || filename.ends_with("i") || filename.ends_with("bi")) {
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style |= TRUE_TYPE_VARIANT_ITALICS;
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style |= TRUE_TYPE_VARIANT_ITALICS;
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}
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}
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#include "util/DawnTool.hpp"
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#include "util/DawnTool.hpp"
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#include "util/File.hpp"
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#include "util/File.hpp"
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#include "display/font/truetype/TrueTypeShared.hpp"
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#include "display/font/truetype/TrueTypeShared.hpp"
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#include "util/string.hpp"
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namespace Dawn {
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namespace Dawn {
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class TrueTypeFile {
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class TrueTypeFile {
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case VN_SCENE_EVENT_TYPE_TEXT:
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case VN_SCENE_EVENT_TYPE_TEXT:
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initType = "VNTextEvent";
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initType = "VNTextEvent";
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toInclude = "games/vn/events/VNTextEvent.hpp";
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toInclude = "games/vn/events/VNTextEvent.hpp";
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line(&afterLines, eventName + "->" + "text = \"" + event->text.texts.begin()->text + "\";", "");
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line(&afterLines, eventName + "->" + "text = " + event->text.texts.begin()->text + ";", "");
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break;
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break;
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case VN_SCENE_EVENT_TYPE_POSITION:
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case VN_SCENE_EVENT_TYPE_POSITION:
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@ -4,6 +4,7 @@
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// https://opensource.org/licenses/MIT
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// https://opensource.org/licenses/MIT
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#include "VNTextEventParser.hpp"
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#include "VNTextEventParser.hpp"
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#include "util/parser/TypeParsers.hpp"
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using namespace Dawn;
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using namespace Dawn;
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@ -22,8 +23,8 @@ int32_t VNTextParser::onParse(
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std::string *error
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std::string *error
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) {
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) {
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out->language = values["lang"];
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out->language = values["lang"];
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out->text = node->value;
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out->text = stringParser(node->innerXml, error);
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return 0;
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return error->length() == 0 ? 0 : -1;
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}
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}
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// // // // // // // // // // // // // // // // // // // // // // // // // // //
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// // // // // // // // // // // // // // // // // // // // // // // // // // //
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