godot/scene/resources/default_theme/default_theme_builders.py
Hugo Locurcio d211c05111
Use a DynamicFont for the default project theme
This makes font oversampling work out of the box, while also increasing
the supported character set's size. The default font is now larger
as well to better fit today's screen resolutions.

The OpenSans SemiBold font was chosen for two reasons:

- Small file size, yet its character set supports Latin-1 and Cyrillic
  text.
- A heavier font weight looks better in most "game" scenarios and is
  more readable against mixed-color backgrounds.

This is considered a breaking change as it changes the default font's
metrics, which will likely affect how Control nodes are laid out in
scenes (unless a custom font is in use).
2021-05-17 15:19:13 +02:00

41 lines
1.1 KiB
Python

"""Functions used to generate source files during build time
All such functions are invoked in a subprocess on Windows to prevent build flakiness.
"""
import os
import os.path
from platform_methods import subprocess_main
def make_fonts_header(target, source, env):
dst = target[0]
g = open(dst, "w", encoding="utf-8")
g.write("/* THIS FILE IS GENERATED DO NOT EDIT */\n")
g.write("#ifndef _DEFAULT_FONTS_H\n")
g.write("#define _DEFAULT_FONTS_H\n")
# Saving uncompressed, since FreeType will reference from memory pointer.
for i in range(len(source)):
with open(source[i], "rb") as f:
buf = f.read()
name = os.path.splitext(os.path.basename(source[i]))[0]
g.write("static const int _font_" + name + "_size = " + str(len(buf)) + ";\n")
g.write("static const unsigned char _font_" + name + "[] = {\n")
for j in range(len(buf)):
g.write("\t" + str(buf[j]) + ",\n")
g.write("};\n")
g.write("#endif")
g.close()
if __name__ == "__main__":
subprocess_main(globals())