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0.6.0.39 - Minor updates (#783)
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- The default font for most languages (when a skin doesn't include a font for that language) has been set to Noto Sans JP
- The font size for the Offset text on the Calibration screen can now be adjusted
- Fixed the user rename screen being off-center for resolutions other than 1920x1080
- Lua security update
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DragonRatTiger authored Jan 16, 2025
1 parent a028f69 commit e489de8
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Showing 19 changed files with 269 additions and 113 deletions.
9 changes: 9 additions & 0 deletions FDK/src/02.Input/CInputKeyboard.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,13 +16,20 @@ public CInputKeyboard(IKeyboard keyboard) : base(144) {
}

private void KeyDown(IKeyboard keyboard, Key key, int keyCode) {
#if DEBUG
if (IMGUI_WindowIsFocused) return;
#endif

var keyNum = DeviceConstantConverter.DIKtoKey(key);
if ((int)keyNum >= this.ButtonStates.Length || keyNum == SlimDXKeys.Key.Unknown) return;

base.ButtonDown((int)keyNum);
}

private void KeyUp(IKeyboard keyboard, Key key, int keyCode) {
#if DEBUG
if (IMGUI_WindowIsFocused) return;
#endif
var keyNum = DeviceConstantConverter.DIKtoKey(key);
if ((int)keyNum >= this.ButtonStates.Length || keyNum == SlimDXKeys.Key.Unknown) return;

Expand All @@ -32,4 +39,6 @@ private void KeyUp(IKeyboard keyboard, Key key, int keyCode) {
private void KeyChar(IKeyboard keyboard, char ch) {

}

public bool IMGUI_WindowIsFocused = false;
}
28 changes: 14 additions & 14 deletions OpenTaiko/Lang/de/lang.json
Original file line number Diff line number Diff line change
@@ -1,12 +1,12 @@
{
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "Deutsch (German)",
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "Deutsch (German)",
"Version": "0.6.0.0",
"Entries": {

Expand Down Expand Up @@ -613,10 +613,10 @@
"MOD_FUN_AVALANCHE": "Lawine",
"MOD_FUN_MINESWEEPER": "Minesweeper"
},
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "TASTE NICHT GEFUNDEN: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "Arial",
"BoxFontName": "font.ttf"
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "TASTE NICHT GEFUNDEN: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "../font.ttf",
"BoxFontName": "../font.ttf"
}
26 changes: 13 additions & 13 deletions OpenTaiko/Lang/en/lang.json
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
{
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "English",
"Version": "0.6.0.0",
"Version": "0.6.0.0",
"Entries": {

// Common
Expand Down Expand Up @@ -613,10 +613,10 @@
"MOD_FUN_AVALANCHE": "Avalanche",
"MOD_FUN_MINESWEEPER": "Minesweeper"
},
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "Arial",
"BoxFontName": "font.ttf"
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "../font.ttf",
"BoxFontName": "../font.ttf"
}
30 changes: 15 additions & 15 deletions OpenTaiko/Lang/es/lang.json
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
{
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "Español (Spanish)",
"Version": "0.6.0.0",
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "Español (Spanish)",
"Version": "0.6.0.0",
"Entries": {

// Common
Expand Down Expand Up @@ -616,10 +616,10 @@
"MOD_FUN_AVALANCHE": "Avalancha",
"MOD_FUN_MINESWEEPER": "Buscaminas"
},
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "Arial",
"BoxFontName": "font.ttf"
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "../font.ttf",
"BoxFontName": "../font.ttf"
}
File renamed without changes.
93 changes: 93 additions & 0 deletions OpenTaiko/Lang/font_LICENSE.txt
Original file line number Diff line number Diff line change
@@ -0,0 +1,93 @@
Copyright 2014-2021 Adobe (http://www.adobe.com/), with Reserved Font Name 'Source'

This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL


-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------

PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.

The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.

DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.

"Reserved Font Name" refers to any names specified as such after the
copyright statement(s).

"Original Version" refers to the collection of Font Software components as
distributed by the Copyright Holder(s).

"Modified Version" refers to any derivative made by adding to, deleting,
or substituting -- in part or in whole -- any of the components of the
Original Version, by changing formats or by porting the Font Software to a
new environment.

"Author" refers to any designer, engineer, programmer, technical
writer or other person who contributed to the Font Software.

PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
a copy of the Font Software, to use, study, copy, merge, embed, modify,
redistribute, and sell modified and unmodified copies of the Font
Software, subject to the following conditions:

1) Neither the Font Software nor any of its individual components,
in Original or Modified Versions, may be sold by itself.

2) Original or Modified Versions of the Font Software may be bundled,
redistributed and/or sold with any software, provided that each copy
contains the above copyright notice and this license. These can be
included either as stand-alone text files, human-readable headers or
in the appropriate machine-readable metadata fields within text or
binary files as long as those fields can be easily viewed by the user.

3) No Modified Version of the Font Software may use the Reserved Font
Name(s) unless explicit written permission is granted by the corresponding
Copyright Holder. This restriction only applies to the primary font name as
presented to the users.

4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
Software shall not be used to promote, endorse or advertise any
Modified Version, except to acknowledge the contribution(s) of the
Copyright Holder(s) and the Author(s) or with their explicit written
permission.

5) The Font Software, modified or unmodified, in part or in whole,
must be distributed entirely under this license, and must not be
distributed under any other license. The requirement for fonts to
remain under this license does not apply to any document created
using the Font Software.

TERMINATION
This license becomes null and void if any of the above conditions are
not met.

DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
OTHER DEALINGS IN THE FONT SOFTWARE.
30 changes: 15 additions & 15 deletions OpenTaiko/Lang/fr/lang.json
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
{
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "Français (French)",
"Version": "0.6.0.0",
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "Français (French)",
"Version": "0.6.0.0",
"Entries": {

// Common
Expand Down Expand Up @@ -615,10 +615,10 @@
"MOD_FUN_AVALANCHE": "Avalanche",
"MOD_FUN_MINESWEEPER": "Démineur"
},
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "Arial",
"BoxFontName": "Arial"
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "../font.ttf",
"BoxFontName": "../font.ttf"
}
30 changes: 15 additions & 15 deletions OpenTaiko/Lang/ja/lang.json
Original file line number Diff line number Diff line change
@@ -1,13 +1,13 @@
{
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "日本語 (Japanese)",
"Version": "0.6.0.0",
// The folder's name is used as the ID, which is used to identify which localized data to use.
// This includes TJAs with localized titles/subtitles (i.e. TITLEJA/SUBTITLEJA) and Lua scripts which utilize the "lang" variable.
// It is STRONGLY recommended that you use a two-letter language code that follows the ISO 639 standard. Keep the ID lowercased.
// If you aren't sure which code fits your language, please refer to https://en.wikipedia.org/wiki/List_of_ISO_639_language_codes

// "Language" should include the name of your language in its native text, as well as its English variant in parentheses.
// i.e. "日本語 (Japanese)"
"Language": "日本語 (Japanese)",
"Version": "0.6.0.0",
"Entries": {

// Common
Expand Down Expand Up @@ -615,10 +615,10 @@
"MOD_FUN_AVALANCHE": "雪崩",
"MOD_FUN_MINESWEEPER": "掃海"
},
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "NotoSansJP-Medium.ttf",
"BoxFontName": "NotoSansJP-Regular.ttf"
// In the case that a key is missing, this message will display, with the name of the missing/unknown key.
"InvalidKey": "KEY NOT FOUND: {0}",
// If a skin does not include a font for a specific language, the game will fallback to this language's fonts. This ensures that all text for all languages can be clearly read.
// Font name can be a file, or the name of an already installed font (i.e. "Arial"). If using a font name instead of a file name, please ensure that the user already has this font installed on their computer.
"FontName": "../font.ttf",
"BoxFontName": "NotoSansJP-Regular.ttf"
}
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