## Hanuno'o and Fixes
- Hanuno'o Unicode Block support with custom font textures. This should bring the shared dandas: ᜵ and ᜶
- Delete (reversed backspace) will now delete the glyph/composed codepoints instead of deleting the first and leaving the deconstructed chars
- Fix glomphosche not properly working in some places such as non-editable texts and multiline fields found in stuff like editing Books
# Modern Hangul Jamo Composed Syllables
Support for composing modern Hangul Jamo into Hangul syllables.
This only supports modern jamo and follows the composition calculation to map
proper jamo sequences to pre-composed Unicode characters.
Also now includes `fabric-resource-loader-v0` just in case so textures will for sure show. Would have silently needed Fabric API.
## Technicals (updated)
The internals are still being polished. You can check the first few lines of
the `GlomphoscheImpl` class and even the mentioned `Node` classes there that you
may find of interest.
void initialize()
{
// register modern Hangul Jamo handler, or your own handler
// for a different use, if you implemented one
GlomphoscheImpl.ROOT
.inner()
.add(new ComposableHangulJamoNode());
// the letter 'f'
Node node1 = GlomphoscheImpl.LOOKUP
.computeDiscreteIfAbsent('f');
// the theoretical glyph 'fi'
Node node2 = node1.getOrCreate('i');
// register the font that retextures 'f' as the glyph representing 'fi'
node2.register(FontDescription.DEFAULT); // replace with your own
// This one is for 'ffi' by retexturing 'f'
GlomphoscheImpl.ROOT
.getOrCreate('f')
.getOrCreate('f')
.getOrCreate('i')
// replace with your own
.register(FontDescription.DEFAULT);
}
A mod that *'hacks'* in composed glyphs since `char`s weren't enough.
## Alpha Usage
This mod is currently in Alpha testing. The vital feature is realized, that is
a system that could somehow combine characters or codepoints into a singular
glyph.
Currently, only Baybayin, also known as the Tagalog script in Unicode, is
pre-included and there currently is no convenient way to register additional
sequences aside from creating a helper mod. You also need to somehow have the
capability to enter Tagalog/Baybayin characters, either using a keyboard mapper
or simply find one that can convert Latin strings into Tagalog/Baybayin.
You may register the first level characters with Minecraft's default font or
your own if it'll work better for what you are achieving. Do note that you want
to retexture the <u>first</u> character and likely use separate textures. You
are required to already know how to manage fonts through vanilla Minecraft\
resource packs.
```java
// the letter 'f'
var node1 = GlomphoscheImpl.ROOT.getOrCreate('f');
// the theoretical glyph 'fi'
var node2 = node1.getOrCreate('i');
// register the font that retextures 'f' as the glyph representing 'fi'
node2.register(/* FontDescription.Source here */);
// This one is for 'ffi' by retexturing 'f'
GlomphoscheImpl.ROOT
.getOrCreate('f')
.getOrCreate('f')
.getOrCreate('i')
.register(/* FontDescription.Source here */);
```
The shortest path to test with an editable text box is through the *Add Server*
screen found in `Title Screen > Multiplayer > Add Server`.