Updates to font scripts and fonts documentation

This commit is contained in:
Scott Lahteine
2018-04-19 03:07:25 -05:00
parent 8ca3c43d73
commit dde941cac8
5 changed files with 186 additions and 193 deletions

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@@ -2,68 +2,46 @@
### Supported hardware
Marlin supports HD44780 character LCD and 128x64 graphical LCD via U8GLIB.
Because of the limitation of HD44780 hardwares, Marlin can only support three
character sets for that hardware:
Japanese (kana_utf8), Russian/Cyrillic (ru), or Western (Roman characters)
For the graphical LCD modules, there's far less limitation. Users and language
maintainers can easily change the language translation strings if they save
with UTF-8 encoding. The only extra step is to regenerate the font data from
an existing BDF font file.
Marlin supports HD44780 character LCD and 128x64 graphical LCD via U8GLIB. Because of the limitation of HD44780 hardwares, Marlin can only support three character sets for that hardware: Japanese (kana_utf8), Russian/Cyrillic (ru), or Western (Roman characters)
For the graphical LCD modules, there's far less limitation. Users and language maintainers can easily change the language translation strings when saved with UTF-8 encoding. The only extra step is to regenerate the font data from an existing BDF font file.
### How to support a new language?
1. prepare the translation source file
1. Prepare the translation source file
You need to add a language header file language_xx.h,
where xx is the language/country code, for example en is for English.
You may start with a existing language file by copying it to a new location:
You need to add a language header file `language_xx.h`, replacing xx with the language/country code. (e.g., "en" for English). You can start with a existing language file by copying it to a new location:
```bash
cp language_zh_CN.h language_zh_TW.h
```
Then you can replace the strings in the macro _UxGT().
Then simply replace the strings inside the `_UxGT()` macros.
Make sure the file is saved as UTF-8 encoded.
2. Generate the font data file
This step is to gather the glyph appearing in the language file from a 9pt bitmap font,
and save the data in a language_data_xx.h file. So the font used for conversion should
contain all the characters in your language file.
This step gathers the glyphs used in the language file from a 9pt bitmap font and saves the data in a language_data_xx.h file. So the font used for conversion should contain all the characters in your language file.
The default bitmap font is WQY's 9pt bitmap font. You may download from
The default bitmap font is WQY's 9pt bitmap font.
http://wenq.org/daily/wqy-bitmapfont-bdf-gb18030-nightly_build.tar.gz
or install in Debian/Ubuntu system:
Download from [here](http://wenq.org/daily/wqy-bitmapfont-bdf-gb18030-nightly_build.tar.gz), or to install in a Debian/Ubuntu system:
```
sudo apt-get install xfonts-wqy
```
You need also compile the bdf2u8g which convert the BDF font file to U8glib supported data structures.
Before you compile bdf2u8g, it would better to patch the source file bdf2u8g.c.
You also need to compile the `bdf2u8g` binary to convert BDF font files into U8glib data structures:
```
```bash
cd marlin-git/buildroot/share/fonts/
wget https://github.com/olikraus/u8glib/archive/master.zip
unzip master.zip
cd u8glib-master/
patch -p0 < ../u8glib-bdf2u8g.patch
make -C tools/font/bdf2u8g/
cd -
ln -s u8glib-master/tools/font/bdf2u8g/bdf2u8g
./get-bdf2u8g.sh
```
The 'genallfont.sh' script will generate the font data for all of the
language translation files.
The `genallfont.sh` script generates font data for all language translation files.
You may specify the language list you want to process. For example:
You may specify a list of languages to process. For example:
```bash
MARLIN_LANGS="zh_CN zh_TW"
@@ -78,8 +56,7 @@ MARLIN_LANGS="zh_CN zh_TW" ../buildroot/share/fonts/genallfont.sh
3. Change the language settings
To compile the firmware for your language, you need choose a language
in `Configuration.h`. For Chinese (Taiwan) you would use:
To compile Marlin with your language, choose a language in `Configuration.h`. For Chinese (Taiwan) you would use:
```cpp
#define LCD_LANGUAGE zh_TW
@@ -87,42 +64,34 @@ in `Configuration.h`. For Chinese (Taiwan) you would use:
4. Compile and Upload the firmware
Open `Marlin.ino` in your IDE and compile the firmware. If it's compiled succeeds, upload it to your Arduino hardware.
Open `Marlin.ino` in your IDE and compile the firmware. Once the build succeeds, upload it to your board.
### Update the language translation
If you change the language files, you need to run the script `genallfont.sh`
again to update the font data file.
Whenever language files are changed, you need to run the script `genallfont.sh` again to update the font data file.
### Use a cool font
You may need to use a different font to support your own language, because the
default 9pt font is not complete. (You may also support them by adding the missing
glyphs to the font.)
You may need to use a different font to support your own language, because the default 9pt font is not complete. (You may also support them by adding the missing glyphs to the font.)
After you've prepared your font, specify the font file path as an argument to
`genallfont.sh`, so that the font used for your language is your new font. For
example, your new font file name is `newfont.bdf`, then run the following command:
After you've prepared your font, specify the font file path as an argument to `genallfont.sh`, so that the font used for your language is your new font. For example, if your font is named `newfont.bdf` run the following command:
```bash
cd Marlin/
../buildroot/share/fonts/genallfont.sh ./newfont.bdf
```
# OR if you just want to regenerate the language font data for a specific language:
...or to regenerate the language font data for a specific language:
```bash
MARLIN_LANGS="zh_TW" ../buildroot/share/fonts/genallfont.sh ./newfont.bdf
```
### Suggestions for Maintainers
Even the tool and the language engine can be easily updated,
since it use the common bitmap font files and UTF-8 text,
the maintainer need to confirm that the fonts contains the glyph
in the language files.
The tool and the language engine can be easily updated. Since it uses common bitmap font files and UTF-8 text, the maintainer needs to confirm that the font contains the glyphs in the language files.
The font file currently used to generate the font data is the file ISO10646-0-3.bdf,
which is combined with the Marlin's ISO10646-1 fonts and WQY 9pt bitmap font.
At this time, the font file `marlin-6x12-3.bdf` is used to generate the font data. It combines all of Marlin's ISO10646-1 fonts and the WQY 9pt bitmap font.
### Related resources
@@ -135,7 +104,7 @@ which is combined with the Marlin's ISO10646-1 fonts and WQY 9pt bitmap font.
Documents related to the old version of the language engine:
- [Marlin Fonts Documentation](http://www.marlinfw.org/docs/development/fonts.html)
- [Marlin LCD Language](https://github.com/MarlinFirmware/Marlin/wiki/LCD-Language)
- [Marlin LCD Language](http://marlinfw.org/docs/development/lcd_language.html)
- [U8GLIB](https://github.com/olikraus/u8glib.git)
- [UTF-8 for U8GLIB](https://github.com/yhfudev/u8glib-fontutf8.git)
- [Standalone test project for the Marlin UTF-8 language engine](https://github.com/yhfudev/marlin-fontutf8.git)