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I think that other font tables, similar to 'fonts.bmp' may need to be used for other languages, and the 'draw_string' code will probably have to be rewritten to dispatch to new functions such as 'draw_string_en_US', 'draw_string_eo' :-), etc... as appropriate.
Well, there is the easy way and the hard way. The easy way is to just
pick up one of the existing rendering packages, such as pango (
http://www.pango.org/ ) and existing sets of fonts.
Something along these lines is surely the way to go if we see it as a priority to support a wide variety of modern languages with minimal effort on the part of the game designer.
The hard way is more custom, and has as a goal having more of a distinctive xconq look and/or a look specific to a particular xconq game. One possible solution which passes the buck to the game designer (or UI translator): rather than specify a unit name (or menu item) as text, specify it as a bitmap (in how many sizes? etc). This pushes all the rendering issues (bidirectional, combining glyphs in languages like thai, arabic, etc) to design-time than runtime. This doesn't help with cases in which humans enter text - the chat and "M" (message) features of a multiplayer game are what spring to mind. There's also "name a unit".
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