This makes editing much easier, e.g. you don't need longer to copy
hundreds of glyphs one by one.
It has some flaws, e.g. it's not integrated with undo stack,
but we need to start with something!
This will let us more easily organize and assign shortcuts to new
modes and transformations as they are built, and it generally looks
more polished as a uniform interface. Also adds a counterclockwise
option to the rotate action, moves Copy as Character to the edit
menu as it doesn't directly impact GlyphEditor, and makes the paint
and move modes exclusive checkables to make the editor's state more
visually obvious.
For an empty glyph (all pixels initially clear), this makes no
difference. However, if the glyph for the selected code point already
contains some set pixels, pasting used to "add" the set pixels, instead
of overwriting.
The editor now unmasks fonts on load, mapping their glyphs to the
complete unicode character set, and masks them upon saving to
reduce disk space. This is a naive approach in terms of memory
usage and can be improved but whose immediate goal is to allow
editing any glyph without concern for range allocation.
SPDX License Identifiers are a more compact / standardized
way of representing file license information.
See: https://spdx.dev/resources/use/#identifiers
This was done with the `ambr` search and replace tool.
ambr --no-parent-ignore --key-from-file --rep-from-file key.txt rep.txt *
Adds cut, copy, paste and delete to GlyphEditor. Font preview has
moved to a separate resizable ToolWindow. Font metadata can now be
hidden. FontEditor and glyph widgets can now be re-initialized
instead of resetting window's main widget after loading new fonts.
This adds a new structure 'Typeface' to the FontDatabase that
represents all fonts of the same family and variant.
It can contain a list of BitmapFonts with varying size but of
the same family and weight or a pointer to a single TTF font
for all sizes of this Typeface.