font creation
improve font creation operator offer fixing common misspellings use glyphNamesToUnicode.txt table to generate name_to_glyph_d fix typos in code more consistent naming font_face -> face_name
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4 changed files with 12374 additions and 23 deletions
73
__init__.py
73
__init__.py
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@ -153,7 +153,7 @@ class FONT3D_text_properties(bpy.types.PropertyGroup):
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butils.set_text_on_curve(self)
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text_id: bpy.props.IntProperty()
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font_name: bpy.props.StringProperty()
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font_face: bpy.props.StringProperty()
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face_name: bpy.props.StringProperty()
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text_object: bpy.props.PointerProperty(type=bpy.types.Object)
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text: bpy.props.StringProperty(
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update=update_callback
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@ -411,9 +411,7 @@ class FONT3D_PT_FontCreation(bpy.types.Panel):
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font3d = scene.font3d
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font3d_data = scene.font3d_data
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layout.row().label(text="Font name import infix:")
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layout.row().prop(font3d, "import_infix", text="")
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layout.row().operator(f"{__name__}.create_font_from_objects", text='Create Font')
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layout.row().operator(f"{__name__}.create_font_from_objects", text='Create/Extend Font')
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layout.row().operator(f"{__name__}.save_font_to_file", text='Save Font To File')
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layout.row().operator(f"{__name__}.toggle_font3d_collection", text='Toggle Collection')
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box = layout.box()
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@ -584,8 +582,9 @@ class FONT3D_OT_PlaceText(bpy.types.Operator):
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selected = font3d.target_object
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if selected:
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font_name = "NM_Origin"
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font_face = "Tender"
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font = font3d_data.available_fonts[font3d_data.active_font_index]
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font_name = font.font_name
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face_name = font.face_name
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distribution_type = 'DEFAULT'
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@ -597,7 +596,7 @@ class FONT3D_OT_PlaceText(bpy.types.Operator):
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t.text_id = text_id
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t.font_name = font_name
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t.font_face = font_face
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t.face_name = face_name
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t.text_object = selected
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t.text = scene.font3d.text
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t.letter_spacing = scene.font3d.letter_spacing
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@ -744,6 +743,35 @@ class FONT3D_OT_CreateFontFromObjects(bpy.types.Operator):
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bl_label = "Create Font"
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bl_options = {'REGISTER', 'UNDO'}
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font_name: bpy.props.StringProperty(
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default="NM_Origin",
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)
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face_name: bpy.props.StringProperty(
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default="Tender",
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)
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import_infix: bpy.props.StringProperty(
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default="_NM_Origin_Tender",
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)
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fix_common_misspellings: bpy.props.BoolProperty(
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default=True,
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)
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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def draw(self, contex):
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layout = self.layout
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layout.prop(self, 'font_name')
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layout.prop(self, 'face_name')
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layout.prop(self, 'import_infix')
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layout.prop(self, 'fix_common_misspellings')
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for k in Font.known_misspellings:
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character = ""
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if Font.known_misspellings[k] in Font.name_to_glyph_d:
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character = f" ({Font.name_to_glyph_d[Font.known_misspellings[k]]})"
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layout.label(text=f"{k} -> {Font.known_misspellings[k]}{character}")
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def execute(self, context):
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global shared
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scene = bpy.context.scene
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@ -756,28 +784,30 @@ class FONT3D_OT_CreateFontFromObjects(bpy.types.Operator):
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fontcollection = bpy.data.collections.new("Font3D")
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ifxsplit = font3d.import_infix.split('_')
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font_name = f"{ifxsplit[1]}_{ifxsplit[2]}"
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face_name = ifxsplit[3]
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# if len(ifxsplit) != 4:
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# font_name = f"{ifxsplit[1]}_{ifxsplit[2]}"
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# face_name = ifxsplit[3]
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font_name = self.font_name
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face_name = self.face_name
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added_font = False
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# TODO: do not clear
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font3d_data.available_fonts.clear()
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Font.fonts = {}
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# font3d_data.available_fonts.clear()
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# Font.fonts = {}
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currentObjects = []
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for o in context.selected_objects:
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if o.name not in currentObjects:
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if font3d.import_infix in o.name and not butils.is_metrics_obj(o):
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if font3d.import_infix in o.name and not butils.is_metrics_object(o):
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uc = o.users_collection
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regex = f"{font3d.import_infix}(.)*"
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if self.fix_common_misspellings:
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o.name = Font.fix_glyph_name_misspellings(o.name)
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name = re.sub(regex, "", o.name)
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glyph_id = "unknown"
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if len(name) == 1:
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glyph_id = name
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elif name in Font.name_to_glyph_d:
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glyph_id = Font.name_to_glyph_d[name]
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glyph_id = Font.name_to_glyph(name)
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if glyph_id != "unknown":
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if type(glyph_id )!= type(None):
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o["glyph"] = glyph_id
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o["font_name"] = font_name
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o["face_name"] = face_name
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@ -795,14 +825,17 @@ class FONT3D_OT_CreateFontFromObjects(bpy.types.Operator):
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#TODO: is there a better way to iterate over a CollectionProperty?
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found = False
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for f in font3d_data.available_fonts.values():
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if f.font_name == font_name:
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if (f.font_name == font_name
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and f.face_name == face_name):
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found = True
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break
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if not found:
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f = font3d_data.available_fonts.add()
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f.font_name = font_name
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f.face_name = face_name
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else:
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print(f"import warning: did not understand glyph {name}")
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self.report({'INFO'}, f"did not understand glyph {name}")
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return {'FINISHED'}
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@ -931,6 +964,8 @@ def register():
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butils.run_in_main_thread(butils.clear_available_fonts)
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butils.run_in_main_thread(butils.load_available_fonts)
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Font.name_to_glyph_d = Font.generate_name_to_glyph_d()
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def unregister():
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for cls in classes:
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bpy.utils.unregister_class(cls)
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@ -606,12 +606,12 @@ def set_text_on_curve(text_properties):
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glyph_id = c
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glyph = Font.get_glyph(text_properties.font_name,
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text_properties.font_face,
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text_properties.face_name,
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glyph_id)
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if glyph == None:
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# self.report({'ERROR'}, f"Glyph not found for {font_name} {font_face} {glyph_id}")
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print(f"Glyph not found for {text_properties.font_name} {text_properties.font_face} {glyph_id}")
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# self.report({'ERROR'}, f"Glyph not found for {font_name} {face_name} {glyph_id}")
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print(f"Glyph not found for {text_properties.font_name} {text_properties.face_name} {glyph_id}")
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continue
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ob = None
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@ -1,8 +1,11 @@
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from typing import TypedDict
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from typing import Dict
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from dataclasses import dataclass
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from pathlib import Path
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# convenience dictionary for translating names to glyph ids
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# note: overwritten/extended by the content of "glypNamesToUnicode.txt"
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# when addon is registered in __init__.py
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name_to_glyph_d = {
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"zero": "0",
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"one": "1",
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@ -34,6 +37,55 @@ name_to_glyph_d = {
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"space": " ",
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}
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known_misspellings = {
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# simple misspelling
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"excent" : "accent",
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"overdot" : "dotaccent",
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"diaresis": "dieresis",
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"diaeresis": "dieresis",
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# character does not exist.. maybe something else
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"Odoubleacute": "Ohungarumlaut",
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"Udoubleacute": "Uhungarumlaut",
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"Wcaron": "Wcircumflex",
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"Neng": "Nlongrightleg",
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"Lgrave": "Lacute",
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# currency stuff
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"doller": "dollar",
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"euro": "Euro",
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"yuan": "yen", # https://en.wikipedia.org/wiki/Yen_and_yuan_sign
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"pound": "sterling",
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# whoopsie
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"__": "_",
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}
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def fix_glyph_name_misspellings(name):
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for misspelling in known_misspellings:
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if misspelling in name:
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return name.replace(misspelling,
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known_misspellings[misspelling])
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return name
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def name_to_glyph(name):
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if len(name) == 1:
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return name
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if name in name_to_glyph_d:
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return name_to_glyph_d[name]
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else:
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return None
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def generate_name_to_glyph_d():
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d = {}
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with open(f"{Path(__file__).parent}/glyphNamesToUnicode.txt") as f:
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for line in f:
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if line[0] == '#':
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continue
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(name, hexstr) = line.split(' ')
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val = chr(int(hexstr, base=16))
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d[name] = val
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return d
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class FontFace:
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"""FontFace is a class holding glyphs
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12264
common/glyphNamesToUnicode.txt
Normal file
12264
common/glyphNamesToUnicode.txt
Normal file
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