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Fixed broken Android build due to missing FreeType library #77314
Fixed broken Android build due to missing FreeType library #77314
Conversation
@db48x I opened the build on android and it doesn't seem like freetype is enabled. Is this expected? |
The default font (Roboto Medium) doesn’t have any Japanese characters so it’s falling back to asking SDL to render something ( |
@db48x seems like at the default terminal size used in the android build (80x24) the fonts all look real bad. With larger values it looks better. And yeah, English looks better. |
Better, but still not as good as it should look. Can you open the ImGui Demo window, open the Style Editor, and show me the Fonts tab? What metrics are we using for the first font? |
@db48x is this what you need? Looks like Roboto 16pt? Is that expected? It looks fine I think, I just wanted to be sure I've really fixed the android build. |
Almost. Go to the fonts tab and show me the atlas and first page of the Roboto font. It looks better than before, but compare the text in the game with the clock at the top of the screen. The text in the game should look like that! From the screenshot, it looks like the screen is 2400×1080. What size is the game? 1080px/24rows = 45px text, not 16px. Why does the game think it should render text at 16px? |
I don't think I can do that on the Android build, unfortunately, because on Android the app hijacks the touch screen and doesn't allow you to click points on the screen using your finger. |
Ok, that’s fun. At least you’ve fixed the build. |
Summary
Build "Fixed broken Android build due to missing FreeType library"
Purpose of change
Android build broken since FreeType integration, fixing the build
Describe the solution
Since freetype static library is already included in SDL_ttf, just needed to add include statement to the compiler
Describe alternatives you've considered
Testing
Additional context