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@ -12,11 +12,11 @@ We have two different technologies for the displays:
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All of them have a similar but not identical symbol set at the positions 0 to 127 similar to US-ASCII.
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On the other hand symbols at places higher than 127 have mayor differences.
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Until now we know of (and support):
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1.) HD44780 and similar with Kana charset A00 https://www.sparkfun.com/datasheets/LCD/HD44780.pdf Page 17
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** 1.) HD44780 and similar with Kana charset A00 https://www.sparkfun.com/datasheets/LCD/HD44780.pdf Page 17
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These are very common, but sadly not very useful when writing in European languages.
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2.) HD44780 and similar with Western charset A02 https://www.sparkfun.com/datasheets/LCD/HD44780.pdf Page 18
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** 2.) HD44780 and similar with Western charset A02 https://www.sparkfun.com/datasheets/LCD/HD44780.pdf Page 18
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These are rare, but fairly useful for European languages. Also a limited number of Cyrillic symbols is available.
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3.) HD44780 and similar with Cyrillic charset http://store.comet.bg/download-file.php?id=466 Page 14
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** 3.) HD44780 and similar with Cyrillic charset http://store.comet.bg/download-file.php?id=466 Page 14
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Some of our Russian friends use them.
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At all of them you can define 8 different symbols by yourself. In Marlin they are used for the Feedrate-, Thermometer-, ... symbols
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@ -25,9 +25,9 @@ We have two different technologies for the displays:
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Currently we deal with 128x64 Pixel Displays and divide this area in about 5 Lines with about 22 columns.
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Therefore we need fonts with a bounding box of about 6x10.
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Until now we used a
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1.) Marlin-font similar to ISO10646-1 but with special Symbols at the end, what made 'ü' and 'ä' inaccessible, in the size 6x10.
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2.) Because these letters are to big for some locations on the info-screen we use a full ISO10646-1 font in the size of 6x9.
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3.) When we define USE_BIG_EDIT_FONT we use an additional ISO10646-1 font with 9x18, eating up another 3120 bytes of progmem - but readable without glasses.
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** 1.) Marlin-font similar to ISO10646-1 but with special Symbols at the end, what made 'ü' and 'ä' inaccessible, in the size 6x10.
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** 2.) Because these letters are to big for some locations on the info-screen we use a full ISO10646-1 font in the size of 6x9.
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** 3.) When we define USE_BIG_EDIT_FONT we use an additional ISO10646-1 font with 9x18, eating up another 3120 bytes of progmem - but readable without glasses.
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## The Languages
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For the moment Marlin wants to support a lot of languages:
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@ -66,32 +66,32 @@ We have two different technologies for the displays:
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On a 'perfect' system like Windows or Linux we'd dig out unifont.ttf and some code from the libraries and they'd do what we want. But we are on a embedded system with very limited resources. So we had to find ways so limit the used space (Alone unifont.ttf is about 12MB) and have to make some compromise.
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### Aims:
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1.) Make the input for translators as convenient as possible. (Unicode UTF8)
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2.) Make the displays show the scripts as good as they can. (fonts, mapping tables)
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3.) Don't destroy the existing language files.
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3.) Don't loose to much speed
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4.) Don't loose to much memory.
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* 1.) Make the input for translators as convenient as possible. (Unicode UTF8)
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* 2.) Make the displays show the scripts as good as they can. (fonts, mapping tables)
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* 3.) Don't destroy the existing language files.
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* 3.) Don't loose to much speed
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* 4.) Don't loose to much memory.
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### Actions:
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a.) Declare the display hardware we use. (Configuration.h)
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b.) Declare the language ore script we use. (Configuration.h)
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c.) Declare the kind of input we use. Ether direct pointers to the font (\xxx) or UTF8 and the font to use on graphic displays. (language_xx.h)
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d.) Declare the needed translations. (language_xx.h)
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e.) Make strlen() work with UTF8. (ultralcd.cpp)
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f.) Seperate the Marlin Symbols to their own font. (dogm_font_data_Marlin_symbols.h)
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g.) Make the fontswitch function remember the last used font. (dogm_lcd_implementation.h)
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h.) Make output functions that count the number of written chars and switch the font to Marlin symbols and back when needed. (dogm_lcd_implementation.h) (ultralcd_implementation_hitachi_HD44780.h)
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i.) Make three fonts to simulate the HD44780 charsets on dogm-displays. With this fonts the translator can check how his translation will look on the character based displays.
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j.) Make ISO fonts for Cyrillic and Katakana because they do not need a mapping table and are faster to deal with and have a better charset (less compromises) than the HD44780 fonts.
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k.) Make mapping functions and tables to convert from UTF8 to the fonts and integrate in the new output functions. (utf_mapper.h)
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l.) Delete the not needed any more 'LiquidCrystalRus.xxx' files and their calls in 'ultralcd_implementation_hitachi_HD44780.h'.
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m.) Split 'dogm_font_data_Marlin.h' into separate fonts and delete. (+dogm_font_data_6x9_marlin.h , +dogm_font_data_Marlin_symbols.h, -dogm_font_data_Marlin.h)
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n.) Do a bit of preprocessor magic to match displays - fonts and mappers in 'utf_mapper.h'.
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* a.) Declare the display hardware we use. (Configuration.h)
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* b.) Declare the language ore script we use. (Configuration.h)
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* c.) Declare the kind of input we use. Ether direct pointers to the font (\xxx) or UTF8 and the font to use on graphic displays. (language_xx.h)
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* d.) Declare the needed translations. (language_xx.h)
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* e.) Make strlen() work with UTF8. (ultralcd.cpp)
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* f.) Seperate the Marlin Symbols to their own font. (dogm_font_data_Marlin_symbols.h)
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* g.) Make the fontswitch function remember the last used font. (dogm_lcd_implementation.h)
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* h.) Make output functions that count the number of written chars and switch the font to Marlin symbols and back when needed. (dogm_lcd_implementation.h) (ultralcd_implementation_hitachi_HD44780.h)
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* i.) Make three fonts to simulate the HD44780 charsets on dogm-displays. With this fonts the translator can check how his translation will look on the character based displays.
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* j.) Make ISO fonts for Cyrillic and Katakana because they do not need a mapping table and are faster to deal with and have a better charset (less compromises) than the HD44780 fonts.
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* k.) Make mapping functions and tables to convert from UTF8 to the fonts and integrate in the new output functions. (utf_mapper.h)
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* l.) Delete the not needed any more 'LiquidCrystalRus.xxx' files and their calls in 'ultralcd_implementation_hitachi_HD44780.h'.
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* m.) Split 'dogm_font_data_Marlin.h' into separate fonts and delete. (+dogm_font_data_6x9_marlin.h , +dogm_font_data_Marlin_symbols.h, -dogm_font_data_Marlin.h)
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* n.) Do a bit of preprocessor magic to match displays - fonts and mappers in 'utf_mapper.h'.
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## Translators handbook
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a.) Check is there already is a language_xx.h file for your language (-> b.) or not (-> e.)
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b.) Ether their is declared MAPPER_NON (-> c.) or an other mapper (-> d.)
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c.) Symbols outside the normal ASCII-range (32-128) are written as "\xxx" and point directly into the font of the hardware you declared in 'Configuration.h'
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* a.) Check is there already is a language_xx.h file for your language (-> b.) or not (-> e.)
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* b.) Ether their is declared MAPPER_NON (-> c.) or an other mapper (-> d.)
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* c.) Symbols outside the normal ASCII-range (32-128) are written as "\xxx" and point directly into the font of the hardware you declared in 'Configuration.h'
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This is one of the three fonts of the character based Hitachi displays (DISPLAY_CHARSET_HD44780_JAPAN, DISPLAY_CHARSET_HD44780_WEST, DISPLAY_CHARSET_HD44780_CYRILIC).
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Even on the full graphic displays one of these will be used when SIMULATE_ROMFONT is defined.
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If you don't make use of the extended character set your file will look like 'language_en.h' and your language file will work on all the displays.
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@ -99,7 +99,7 @@ We have two different technologies for the displays:
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Be careful with the characters 0x5c = '\', and 0x7b - 0x7f. "{|}"These are not the same on all variants.
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MAPPER_NON is the fastest an least memory consuming variant.
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If you want to make use of more than a view symbols outside standard ASCII or want to improve the portability to more different types of displays use UTF8 input. That means define an other mapper.
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d.) With a mapper different to MAPPER_NON UTF8 input is used. Instead of "\xe1" (on a display with Japanese font) or STR_ae simply use "ä". When the string is read byte by byte , the "ä" will expand to "\0xc3\0xa4" or "Я" will expand to "0xd0\0xaf" or "ホ" will expand to "\0xe3\0x83\0x9b"
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* d.) With a mapper different to MAPPER_NON UTF8 input is used. Instead of "\xe1" (on a display with Japanese font) or STR_ae simply use "ä". When the string is read byte by byte , the "ä" will expand to "\0xc3\0xa4" or "Я" will expand to "0xd0\0xaf" or "ホ" will expand to "\0xe3\0x83\0x9b"
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To limit the used memory we can't use all the possibilities UTF8 gives at the same time. We define a subset matching to the language or script we use.
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MAPPER_C2C3 correspondents good with west European languages the possible symbols are listed at (http://en.wikipedia.org/wiki/Latin-1_Supplement_(Unicode_block))
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MAPPER_D0D1 correspondents well with the Cyrillic languages. See (http://en.wikipedia.org/wiki/Cyrillic_(Unicode_block))
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@ -112,14 +112,14 @@ We have two different technologies for the displays:
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MAPPER_NON is the fastest and least memory consuming variant.
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Mappers together with a ISO10646_font are the second best choice regarding speed and memory consumption. Only a few more decisions are mad per character.
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Mappers together with the HD44780_fonts use about additional 128 bytes for the mapping_table.
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e.) Creating a new language file is not a big thing. Just make a new file with the format 'language_xx.h' or maybe 'language.xx.utf8.h', define a mapper and a font in there and translate some of the strings defined in language_en.h. You can drop the surrounding #ifndef #endif. You don't have to translate all the stings - the missing one will be added by language_en.h - in English - of cause.
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f.) If you cant find a matching mapper things will be a bit more complex. With the Hitachi based displays you will not have big chance to make something useful unless you have one with a matching charset. For a full graphic display - lets explain with - let's say Greece.
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* e.) Creating a new language file is not a big thing. Just make a new file with the format 'language_xx.h' or maybe 'language.xx.utf8.h', define a mapper and a font in there and translate some of the strings defined in language_en.h. You can drop the surrounding #ifndef #endif. You don't have to translate all the stings - the missing one will be added by language_en.h - in English - of cause.
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* f.) If you cant find a matching mapper things will be a bit more complex. With the Hitachi based displays you will not have big chance to make something useful unless you have one with a matching charset. For a full graphic display - lets explain with - let's say Greece.
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Find a matching charset. (http://en.wikipedia.org/wiki/Greek_and_Coptic)
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Provide a font containing the symbols in the right size. Normal ASCII in the lower 127 places, the upper with your selection.
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Write a mapper catching, in this case, 0xcd to 0xcf and add it to 'utf_mapper.h'.
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In case of a ISO10646 font we have a MAPPER_ONE_TO_ONE and don't have to make a table.
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g.) If you discover enough useful symbols in one of the HD44780 fonts you can provide a mapping table. For example HD44780_WEST contains 'alpha', 'beta', 'pi', 'Sigma', 'omega' 'My' - what is not enough to make USEFUL table - I think.
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h.) If you want to integrate an entirely new variant of a Hitachi based display.
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* g.) If you discover enough useful symbols in one of the HD44780 fonts you can provide a mapping table. For example HD44780_WEST contains 'alpha', 'beta', 'pi', 'Sigma', 'omega' 'My' - what is not enough to make USEFUL table - I think.
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* h.) If you want to integrate an entirely new variant of a Hitachi based display.
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Add it in 'Configuration.h'. Define mapper tables in 'utf_mapper.h'. Maybe you need a new mapper function.
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The length of the strings is limited. '17 chars' was crude rule of thumb. Obviously 17 is to long for the 16x2 displays. A more exact rule would be max_strlen = Displaywidth - 2 - strlen(value to display behind). This is a bit complicated. So try and count is my rule of thumb.
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