* SCPUI in-game language selector
* xstr support
* proper debug print format
* minor fixes
* Save the language as json data rather than an index into the languages array
* ext instead of id for clarity
* Do this more formally
* unused param
`gr_get_string_size` takes a length parameter, but `split_str_once` was calling it with the position instead. This led to incorrect results occasionally. If the incorrect pixel width had the bad luck to be exactly equal to the remaining space, this would cause an infinite loop. This fixes the bug and adds a bunch of safeguards to prevent a similar situation in the future.
Multiplayer screens such as PXO lobby, chat boxes, and multi-game setup screens had hard coded values for the number of lines to display. These would only work correctly with the default .vf font01 from retail. If a mod or user used a TTF or other .vf font than text would spill over. This PR makes these values take into the account the font used.
Tested and works as expected with TTF fonts and the retail fonts. Marking as draft to see what others think.
1. Stores the filename from the table Parser into the font struct so we can lookup fonts via their filename.
2. Allow "+Special Character Font:" to specify the first entry with the same filename's special character index for their own special character index, provide a default if not, and allow the moddert to specify them manually, but do not override already recorded values if the default is picked in order to protect retail behavior.
3. Vectorize Special Character Indexes, so that we don't have a table limit that will randomly crash FSO based on what table you happened to write! Woohoo!
This adds proper Unicode support by allowing the parse system to read
UTF-8 encoded files. The new mode is controlled by a mod option which
allows older mods to continue using the legacy text encoding.
That option changes the behavior of several systems in FSO. It disallows
the usage of Volition fonts since they don't support Unicode encoding
and changes a few usages of special characters to their unicode
counterparts of generic rendering solutions.
This fixes#1415.
This allows to use standard TrueType Fonts for text rendering in FSO. It uses the NanoVG library which provides the ability of drawing 2D shapes. This library is used for most 2D operations now and can also be used directly by using the PathRenderer class.