Merge pull request #26 from codexp/issue-25
add support for cyrillic characters
265
encoding.lua
Normal file
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@ -0,0 +1,265 @@
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|||
-- encoding borrowed from signs_lib mod of https://github.com/lord-server/lord
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||||
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local ansi_decode = {
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[128] = "\208\130",
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[129] = "\208\131",
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[130] = "\226\128\154",
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[131] = "\209\147",
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[132] = "\226\128\158",
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[133] = "\226\128\166",
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[134] = "\226\128\160",
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[135] = "\226\128\161",
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[136] = "\226\130\172",
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[137] = "\226\128\176",
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[138] = "\208\137",
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[139] = "\226\128\185",
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[140] = "\208\138",
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[141] = "\208\140",
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[142] = "\208\139",
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[143] = "\208\143",
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[144] = "\209\146",
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[145] = "\226\128\152",
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[146] = "\226\128\153",
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[147] = "\226\128\156",
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[148] = "\226\128\157",
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[149] = "\226\128\162",
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[150] = "\226\128\147",
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[151] = "\226\128\148",
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[152] = "\194\152",
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[153] = "\226\132\162",
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[154] = "\209\153",
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[155] = "\226\128\186",
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[156] = "\209\154",
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[157] = "\209\156",
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[158] = "\209\155",
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[159] = "\209\159",
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[160] = "\194\160",
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[161] = "\209\142",
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[162] = "\209\158",
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[163] = "\208\136",
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[164] = "\194\164",
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[165] = "\210\144",
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[166] = "\194\166",
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[167] = "\194\167",
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[168] = "\208\129",
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[169] = "\194\169",
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[170] = "\208\132",
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[171] = "\194\171",
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[172] = "\194\172",
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[173] = "\194\173",
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[174] = "\194\174",
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[175] = "\208\135",
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[176] = "\194\176",
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[177] = "\194\177",
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[178] = "\208\134",
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[179] = "\209\150",
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[180] = "\210\145",
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[181] = "\194\181",
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[182] = "\194\182",
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[183] = "\194\183",
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[184] = "\209\145",
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[185] = "\226\132\150",
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[186] = "\209\148",
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[187] = "\194\187",
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[188] = "\209\152",
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[189] = "\208\133",
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[190] = "\209\149",
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[191] = "\209\151"
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}
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local utf8_decode = {
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[128] = {
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[147] = "\150",
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[148] = "\151",
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[152] = "\145",
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[153] = "\146",
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[154] = "\130",
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[156] = "\147",
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[157] = "\148",
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[158] = "\132",
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[160] = "\134",
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[161] = "\135",
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[162] = "\149",
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[166] = "\133",
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[176] = "\137",
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[185] = "\139",
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[186] = "\155"
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},
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[130] = {[172] = "\136"},
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[132] = {[150] = "\185", [162] = "\153"},
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[194] = {
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[152] = "\152",
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[160] = "\160",
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[164] = "\164",
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[166] = "\166",
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[167] = "\167",
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[169] = "\169",
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[171] = "\171",
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[172] = "\172",
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[173] = "\173",
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[174] = "\174",
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[176] = "\176",
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[177] = "\177",
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[181] = "\181",
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[182] = "\182",
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[183] = "\183",
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[187] = "\187"
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},
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[208] = {
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[129] = "\168",
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[130] = "\128",
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[131] = "\129",
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[132] = "\170",
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[133] = "\189",
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[134] = "\178",
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[135] = "\175",
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[136] = "\163",
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[137] = "\138",
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[138] = "\140",
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[139] = "\142",
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[140] = "\141",
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[143] = "\143",
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[144] = "\192",
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[145] = "\193",
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[146] = "\194",
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[147] = "\195",
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[148] = "\196",
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[149] = "\197",
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[150] = "\198",
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[151] = "\199",
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[152] = "\200",
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[153] = "\201",
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[154] = "\202",
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[155] = "\203",
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[156] = "\204",
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[157] = "\205",
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[158] = "\206",
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[159] = "\207",
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[160] = "\208",
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[161] = "\209",
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[162] = "\210",
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[163] = "\211",
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[164] = "\212",
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[165] = "\213",
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[166] = "\214",
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[167] = "\215",
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[168] = "\216",
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[169] = "\217",
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[170] = "\218",
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[171] = "\219",
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[172] = "\220",
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[173] = "\221",
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[174] = "\222",
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[175] = "\223",
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[176] = "\224",
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[177] = "\225",
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[178] = "\226",
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[179] = "\227",
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[180] = "\228",
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[181] = "\229",
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[182] = "\230",
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[183] = "\231",
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[184] = "\232",
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[185] = "\233",
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[186] = "\234",
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[187] = "\235",
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[188] = "\236",
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[189] = "\237",
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[190] = "\238",
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[191] = "\239"
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},
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[209] = {
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[128] = "\240",
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[129] = "\241",
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[130] = "\242",
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[131] = "\243",
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[132] = "\244",
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[133] = "\245",
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[134] = "\246",
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[135] = "\247",
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[136] = "\248",
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[137] = "\249",
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[138] = "\250",
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[139] = "\251",
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[140] = "\252",
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[141] = "\253",
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[142] = "\254",
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[143] = "\255",
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[144] = "\161",
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[145] = "\184",
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[146] = "\144",
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[147] = "\131",
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[148] = "\186",
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[149] = "\190",
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[150] = "\179",
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[151] = "\191",
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[152] = "\188",
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[153] = "\154",
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[154] = "\156",
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[155] = "\158",
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[156] = "\157",
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[158] = "\162",
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[159] = "\159"
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},
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[210] = {[144] = "\165", [145] = "\180"}
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}
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local nmdc = {
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[36] = "$",
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[124] = "|"
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}
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function AnsiToUtf8(s)
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local r, b = ""
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for i = 1, s and s:len() or 0 do
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b = s:byte(i)
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if b < 128 then
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r = r .. string.char(b)
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else
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if b > 239 then
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r = r .. "\209" .. string.char(b - 112)
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elseif b > 191 then
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r = r .. "\208" .. string.char(b - 48)
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elseif ansi_decode[b] then
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r = r .. ansi_decode[b]
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else
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r = r .. "_"
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end
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end
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end
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return r
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end
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function Utf8ToAnsi(s)
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local a, j, r, b = 0, 0, ""
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for i = 1, s and s:len() or 0 do
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b = s:byte(i)
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if b < 128 then
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if nmdc[b] then
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r = r .. nmdc[b]
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else
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r = r .. string.char(b)
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end
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elseif a == 2 then
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a, j = a - 1, b
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elseif a == 1 then
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--if j == nil or b == nil then return r end
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--print(j)
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--print(b)
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--local ansi = utf8_decode[j]
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--if ansi == nil then return r end
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--if ansi[b] == nil then return r end
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if utf8_decode[j] then
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if utf8_decode[j][b] then
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a, r = a - 1, r .. utf8_decode[j][b]
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end
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end
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elseif b == 226 then
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a = 2
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elseif b == 194 or b == 208 or b == 209 or b == 210 then
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j, a = b, 1
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else
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r = r .. "_"
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end
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end
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return r
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end
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88
init.lua
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@ -16,8 +16,16 @@ local enable_colored_metal_signs = true
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local current_keyword = minetest.settings:get("interact_keyword") or "iaccept"
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signs_lib = {}
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signs_lib.path = minetest.get_modpath(minetest.get_current_modname())
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screwdriver = screwdriver or {}
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-- Load support for intllib.
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local S, NS = dofile(signs_lib.path .. "/intllib.lua")
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signs_lib.gettext = S
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-- text encoding
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dofile(signs_lib.path .. "/encoding.lua");
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signs_lib.wallmounted_rotate = function(pos, node, user, mode, new_param2)
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if mode ~= screwdriver.ROTATE_AXIS then return false end
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minetest.swap_node(pos, {name = node.name, param2 = (node.param2 + 1) % 6})
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@ -113,11 +121,6 @@ signs_lib.sign_post_model = {
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}
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}
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-- Load support for intllib.
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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signs_lib.gettext = S
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-- the list of standard sign nodes
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signs_lib.sign_node_list = {
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@ -174,28 +177,48 @@ end
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-- CONSTANTS
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local MP = minetest.get_modpath("signs_lib")
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-- Used by `build_char_db' to locate the file.
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local FONT_FMT = "%s/hdf_%02x.png"
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-- Simple texture name for building text texture.
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local FONT_FMT_SIMPLE = "hdf_%02x.png"
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-- Path to the textures.
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local TP = MP.."/textures"
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||||
local TP = signs_lib.path .. "/textures"
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||||
-- Font file formatter
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local CHAR_FILE = "%s_%02x.png"
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-- Fonts path
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local CHAR_PATH = TP .. "/" .. CHAR_FILE
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-- Font name.
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local font_name = "hdf"
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-- Lots of overkill here. KISS advocates, go away, shoo! ;) -- kaeza
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local PNG_HDR = string.char(0x89, 0x50, 0x4E, 0x47, 0x0D, 0x0A, 0x1A, 0x0A)
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-- check if a file does exist
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-- to avoid reopening file after checking again
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-- pass TRUE as second argument
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function file_exists(name, return_handle, mode)
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mode = mode or "r";
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local f = io.open(name, mode)
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if f ~= nil then
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if (return_handle) then
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return f
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end
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io.close(f)
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return true
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else
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return false
|
||||
end
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end
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-- Read the image size from a PNG file.
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-- Returns image_w, image_h.
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-- Only the LSB is read from each field!
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||||
local function read_image_size(filename)
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local f = io.open(filename, "rb")
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local f = file_exists(filename, true, "rb")
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-- file might not exist (don't crash the game)
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if (not f) then
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return 0, 0
|
||||
end
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f:seek("set", 0x0)
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||||
local hdr = f:read(8)
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||||
local hdr = f:read(string.len(PNG_HDR))
|
||||
if hdr ~= PNG_HDR then
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||||
f:close()
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return
|
||||
|
@ -243,8 +266,8 @@ local function build_char_db()
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|||
local total_width = 0
|
||||
local char_count = 0
|
||||
|
||||
for c = 32, 126 do
|
||||
local w, h = read_image_size(FONT_FMT:format(TP, c))
|
||||
for c = 32, 255 do
|
||||
local w, h = read_image_size(CHAR_PATH:format(font_name, c))
|
||||
if w and h then
|
||||
local ch = string.char(c)
|
||||
charwidth[ch] = w
|
||||
|
@ -308,6 +331,19 @@ local function fill_line(x, y, w, c)
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|||
return table.concat(tex)
|
||||
end
|
||||
|
||||
-- make char texture file name
|
||||
-- if texture file does not exist use fallback texture instead
|
||||
local function char_tex(font_name, ch)
|
||||
local c = ch:byte()
|
||||
local exists, tex = file_exists(CHAR_PATH:format(font_name, c))
|
||||
if exists and c ~= 14 then
|
||||
tex = CHAR_FILE:format(font_name, c)
|
||||
else
|
||||
tex = CHAR_FILE:format(font_name, 0x0)
|
||||
end
|
||||
return tex, exists
|
||||
end
|
||||
|
||||
local function make_line_texture(line, lineno, pos)
|
||||
|
||||
local width = 0
|
||||
|
@ -344,9 +380,9 @@ local function make_line_texture(line, lineno, pos)
|
|||
end
|
||||
if #chars < MAX_INPUT_CHARS then
|
||||
table.insert(chars, {
|
||||
off=ch_offs,
|
||||
tex=FONT_FMT_SIMPLE:format(c:byte()),
|
||||
col=("%X"):format(cur_color),
|
||||
off = ch_offs,
|
||||
tex = char_tex(font_name, c),
|
||||
col = ("%X"):format(cur_color),
|
||||
})
|
||||
end
|
||||
ch_offs = ch_offs + w
|
||||
|
@ -387,7 +423,10 @@ local function make_line_texture(line, lineno, pos)
|
|||
end
|
||||
table.insert(texture, (":%d,%d=%s"):format(xpos + ch.off, ypos, ch.tex))
|
||||
end
|
||||
table.insert(texture, (":%d,%d=hdf_20.png"):format(xpos + word.w, ypos))
|
||||
table.insert(
|
||||
texture,
|
||||
(":%d,%d="):format(xpos + word.w, ypos) .. char_tex(font_name, " ")
|
||||
)
|
||||
xpos = xpos + word.w + charwidth[" "]
|
||||
if xpos >= (SIGN_WIDTH + charwidth[" "]) then break end
|
||||
end
|
||||
|
@ -413,10 +452,11 @@ end
|
|||
|
||||
local function set_obj_text(obj, text, new, pos)
|
||||
local split = new and split_lines_and_words or split_lines_and_words_old
|
||||
local text_ansi = Utf8ToAnsi(text)
|
||||
local n = minetest.registered_nodes[minetest.get_node(pos).name]
|
||||
local text_scale = (n and n.text_scale) or DEFAULT_TEXT_SCALE
|
||||
obj:set_properties({
|
||||
textures={make_sign_texture(split(text), pos)},
|
||||
textures={make_sign_texture(split(text_ansi), pos)},
|
||||
visual_size = text_scale,
|
||||
})
|
||||
end
|
||||
|
@ -636,7 +676,7 @@ function signs_lib.receive_fields(pos, formname, fields, sender, lock)
|
|||
if fields and fields.text and fields.ok then
|
||||
minetest.log("action", S("@1 wrote \"@2\" to @3sign at @4",
|
||||
(sender:get_player_name() or ""),
|
||||
fields.text,
|
||||
fields.text:gsub('\\', '\\\\'):gsub("\n", "\\n"),
|
||||
lockstr,
|
||||
minetest.pos_to_string(pos)
|
||||
))
|
||||
|
|
BIN
textures/hdf_00.png
Normal file
After Width: | Height: | Size: 87 B |
BIN
textures/hdf_a8.png
Normal file
After Width: | Height: | Size: 150 B |
BIN
textures/hdf_b8.png
Normal file
After Width: | Height: | Size: 175 B |
BIN
textures/hdf_b9.png
Normal file
After Width: | Height: | Size: 179 B |
BIN
textures/hdf_c0.png
Normal file
After Width: | Height: | Size: 180 B |
BIN
textures/hdf_c1.png
Normal file
After Width: | Height: | Size: 173 B |
BIN
textures/hdf_c2.png
Normal file
After Width: | Height: | Size: 169 B |
BIN
textures/hdf_c3.png
Normal file
After Width: | Height: | Size: 141 B |
BIN
textures/hdf_c4.png
Normal file
After Width: | Height: | Size: 167 B |
BIN
textures/hdf_c5.png
Normal file
After Width: | Height: | Size: 149 B |
BIN
textures/hdf_c6.png
Normal file
After Width: | Height: | Size: 172 B |
BIN
textures/hdf_c7.png
Normal file
After Width: | Height: | Size: 172 B |
BIN
textures/hdf_c8.png
Normal file
After Width: | Height: | Size: 171 B |
BIN
textures/hdf_c9.png
Normal file
After Width: | Height: | Size: 173 B |
BIN
textures/hdf_ca.png
Normal file
After Width: | Height: | Size: 183 B |
BIN
textures/hdf_cb.png
Normal file
After Width: | Height: | Size: 172 B |
BIN
textures/hdf_cc.png
Normal file
After Width: | Height: | Size: 176 B |
BIN
textures/hdf_cd.png
Normal file
After Width: | Height: | Size: 160 B |
BIN
textures/hdf_ce.png
Normal file
After Width: | Height: | Size: 187 B |
BIN
textures/hdf_cf.png
Normal file
After Width: | Height: | Size: 143 B |
BIN
textures/hdf_d0.png
Normal file
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textures/hdf_d1.png
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After Width: | Height: | Size: 185 B |
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textures/hdf_d2.png
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After Width: | Height: | Size: 145 B |
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textures/hdf_d3.png
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After Width: | Height: | Size: 183 B |
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textures/hdf_d4.png
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After Width: | Height: | Size: 173 B |
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textures/hdf_d5.png
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After Width: | Height: | Size: 186 B |
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textures/hdf_d6.png
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After Width: | Height: | Size: 157 B |
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textures/hdf_d7.png
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After Width: | Height: | Size: 158 B |
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textures/hdf_d8.png
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After Width: | Height: | Size: 144 B |
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textures/hdf_d9.png
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After Width: | Height: | Size: 150 B |
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textures/hdf_da.png
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After Width: | Height: | Size: 175 B |
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textures/hdf_db.png
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After Width: | Height: | Size: 167 B |
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textures/hdf_dc.png
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After Width: | Height: | Size: 172 B |
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textures/hdf_dd.png
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After Width: | Height: | Size: 186 B |
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textures/hdf_de.png
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After Width: | Height: | Size: 185 B |
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textures/hdf_df.png
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After Width: | Height: | Size: 177 B |
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textures/hdf_e0.png
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After Width: | Height: | Size: 176 B |
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textures/hdf_e1.png
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After Width: | Height: | Size: 178 B |
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textures/hdf_e2.png
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After Width: | Height: | Size: 170 B |
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textures/hdf_e3.png
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After Width: | Height: | Size: 151 B |
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textures/hdf_e4.png
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After Width: | Height: | Size: 162 B |
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textures/hdf_e5.png
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After Width: | Height: | Size: 186 B |
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textures/hdf_e6.png
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After Width: | Height: | Size: 147 B |
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textures/hdf_e7.png
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After Width: | Height: | Size: 176 B |
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textures/hdf_e8.png
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After Width: | Height: | Size: 163 B |
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textures/hdf_e9.png
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After Width: | Height: | Size: 167 B |
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textures/hdf_ea.png
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After Width: | Height: | Size: 169 B |
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textures/hdf_eb.png
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After Width: | Height: | Size: 159 B |
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textures/hdf_ec.png
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After Width: | Height: | Size: 160 B |
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textures/hdf_ed.png
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After Width: | Height: | Size: 155 B |
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textures/hdf_ee.png
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After Width: | Height: | Size: 172 B |
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textures/hdf_ef.png
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After Width: | Height: | Size: 146 B |
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textures/hdf_f0.png
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After Width: | Height: | Size: 168 B |
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textures/hdf_f1.png
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After Width: | Height: | Size: 172 B |
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textures/hdf_f2.png
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After Width: | Height: | Size: 148 B |
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textures/hdf_f3.png
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After Width: | Height: | Size: 176 B |
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textures/hdf_f4.png
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After Width: | Height: | Size: 170 B |
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textures/hdf_f5.png
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After Width: | Height: | Size: 172 B |
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textures/hdf_f6.png
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After Width: | Height: | Size: 155 B |
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textures/hdf_f7.png
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After Width: | Height: | Size: 159 B |
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textures/hdf_f8.png
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After Width: | Height: | Size: 145 B |
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textures/hdf_f9.png
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After Width: | Height: | Size: 151 B |
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textures/hdf_fa.png
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After Width: | Height: | Size: 170 B |
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textures/hdf_fb.png
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After Width: | Height: | Size: 166 B |
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textures/hdf_fc.png
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After Width: | Height: | Size: 156 B |
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textures/hdf_fd.png
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After Width: | Height: | Size: 180 B |
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textures/hdf_fe.png
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After Width: | Height: | Size: 164 B |
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textures/hdf_ff.png
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After Width: | Height: | Size: 174 B |