%% %% wpf_7x14.erl -- %% %% 7x14 proportional bitmap font. %% %% Copyright (c) 2001-2004 Bjorn Gustavsson. %% %% See the file "license.terms" for information on usage and redistribution %% of this file, and for a DISCLAIMER OF ALL WARRANTIES. %% %% $Id: wpf_7x14.erl,v 1.17 2004/04/07 17:39:34 bjorng Exp $ %% -module(wpf_7x14). -export([desc/0,width_fun/0,width/0,height/0,draw/1,char/1,bold/1]). desc() -> "Large (7x14)". width_fun() -> fun cw/1. width() -> 7. height() -> 14. draw([C|T]) -> char(C), draw(T); draw([]) -> ok. bold([C|T]) -> bold_char(C), bold(T); bold([]) -> ok. cw(32) -> 5; cw($,) -> 4; cw($.) -> 5; cw($:) -> 5; cw($-) -> 5; cw($i) -> 2; cw($l) -> 2; cw($m) -> 10; cw($r) -> 6; cw($t) -> 5; cw($I) -> 4; cw(160) -> 3; cw(169) -> 9; cw(_) -> 7. bold_char(C) -> char(C), Cw = cw(C), gl:bitmap(1, 1, 0, 0, -Cw+1, 0, <<0>>), char(C). char(32) -> B = <<>>, gl:bitmap(0, 0, 0, 0, 5, 0, B); char(127) -> B = <<>>, gl:bitmap(0, 0, 0, 0, 7, 0, B); char(160) -> B = <<>>, gl:bitmap(0, 0, 0, 0, 3, 0, B); % char: 0xff char(255) -> B = <<16#60,16#90,16#10,16#38,16#28,16#48,16#44,16#84,16#84,16#0,16#48>>, gl:bitmap(6, 11, -1, 2, 7, 0, B); % char: 0xfe char(254) -> B = <<16#80,16#80,16#b8,16#c4,16#84,16#84,16#84,16#c4,16#b8,16#80,16#80,16#80>>, gl:bitmap(6, 12, -1, 2, 7, 0, B); % char: 0xfd char(253) -> B = <<16#60,16#90,16#10,16#38,16#28,16#48,16#44,16#84,16#84,16#20,16#10,16#8>>, gl:bitmap(6, 12, -1, 2, 7, 0, B); % char: 0xfc char(252) -> B = <<16#74,16#8c,16#84,16#84,16#84,16#84,16#84,16#0,16#48>>, gl:bitmap(6, 9, -1, 0, 7, 0, B); % char: 0xfb char(251) -> B = <<16#74,16#8c,16#84,16#84,16#84,16#84,16#84,16#0,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xfa char(250) -> B = <<16#74,16#8c,16#84,16#84,16#84,16#84,16#84,16#20,16#10,16#8>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xf9 char(249) -> B = <<16#74,16#8c,16#84,16#84,16#84,16#84,16#84,16#10,16#20,16#40>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xf8 char(248) -> B = <<16#80,16#80,16#78,16#c4,16#a4,16#a4,16#94,16#94,16#78,16#8,16#4>>, gl:bitmap(6, 11, -1, 2, 7, 0, B); % char: 0xf7 char(247) -> B = <<16#30,16#0,16#fc,16#0,16#30>>, gl:bitmap(6, 5, 0, 0, 7, 0, B); % char: 0xf6 char(246) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#48>>, gl:bitmap(6, 9, -1, 0, 7, 0, B); % char: 0xf5 char(245) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#50,16#28>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xf4 char(244) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xf3 char(243) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#20,16#10,16#8>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xf2 char(242) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#10,16#20,16#40>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xf1 char(241) -> B = <<16#84,16#84,16#84,16#84,16#84,16#c4,16#b8,16#0,16#50,16#28>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xf0 char(240) -> B = <<16#70,16#88,16#88,16#88,16#88,16#88,16#78,16#8,16#50,16#20,16#50>>, gl:bitmap(5, 11, -1, 0, 7, 0, B); % char: 0xef char(239) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#60,16#0,16#50>>, gl:bitmap(5, 9, -2, 0, 7, 0, B); % char: 0xee char(238) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#60,16#0,16#90,16#60>>, gl:bitmap(5, 10, -2, 0, 7, 0, B); % char: 0xed char(237) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#60,16#0,16#40,16#20,16#10>>, gl:bitmap(5, 11, -2, 0, 7, 0, B); % char: 0xec char(236) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#60,16#0,16#10,16#20,16#40>>, gl:bitmap(5, 11, -2, 0, 7, 0, B); % char: 0xeb char(235) -> B = <<16#78,16#84,16#80,16#fc,16#84,16#84,16#78,16#0,16#48>>, gl:bitmap(6, 9, -1, 0, 7, 0, B); % char: 0xea char(234) -> B = <<16#78,16#84,16#80,16#fc,16#84,16#84,16#78,16#0,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xe9 char(233) -> B = <<16#78,16#84,16#80,16#fc,16#84,16#84,16#78,16#0,16#20,16#10,16#8>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xe8 char(232) -> B = <<16#78,16#84,16#80,16#fc,16#84,16#84,16#78,16#0,16#10,16#20,16#40>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xe7 char(231) -> B = <<16#20,16#10,16#78,16#84,16#80,16#80,16#80,16#84,16#78>>, gl:bitmap(6, 9, -1, 2, 7, 0, B); % char: 0xe6 char(230) -> B = <<16#7c,16#92,16#90,16#5e,16#32,16#92,16#7c>>, gl:bitmap(7, 7, 0, 0, 7, 0, B); % char: 0xe5 char(229) -> B = <<16#74,16#8c,16#84,16#64,16#1c,16#84,16#78,16#0,16#20,16#50,16#20>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xe4 char(228) -> B = <<16#74,16#8c,16#84,16#64,16#1c,16#84,16#78,16#0,16#48>>, gl:bitmap(6, 9, -1, 0, 7, 0, B); % char: 0xe3 char(227) -> B = <<16#74,16#8c,16#84,16#64,16#1c,16#84,16#78,16#0,16#50,16#28>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xe2 char(226) -> B = <<16#74,16#8c,16#84,16#64,16#1c,16#84,16#78,16#0,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xe1 char(225) -> B = <<16#74,16#8c,16#84,16#64,16#1c,16#84,16#78,16#0,16#20,16#10,16#8>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xe0 char(224) -> B = <<16#74,16#8c,16#84,16#64,16#1c,16#84,16#78,16#0,16#10,16#20,16#40>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xdf char(223) -> B = <<16#f8,16#44,16#44,16#44,16#48,16#70,16#48,16#48,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xde char(222) -> B = <<16#80,16#80,16#f8,16#84,16#84,16#84,16#84,16#f8,16#80,16#80>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xdd char(221) -> B = <<16#20,16#20,16#20,16#20,16#30,16#50,16#48,16#88,16#84,16#84,16#30,16#8>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xdc char(220) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#0,16#48>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xdb char(219) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#0,16#48,16#30>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xda char(218) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#0,16#30,16#8>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xd9 char(217) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#0,16#30,16#40>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xd8 char(216) -> B = <<16#80,16#80,16#78,16#c4,16#a4,16#a4,16#a4,16#94,16#94,16#94,16#8c,16#78,16#4,16#4>>, gl:bitmap(6, 14, -1, 2, 7, 0, B); % char: 0xd7 char(215) -> B = <<16#82,16#44,16#28,16#10,16#28,16#44,16#82>>, gl:bitmap(7, 7, 0, 0, 7, 0, B); % char: 0xd6 char(214) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#48>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xd5 char(213) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#50,16#28>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xd4 char(212) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#48,16#30>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xd3 char(211) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#30,16#8>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xd2 char(210) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#78,16#0,16#30,16#40>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xd1 char(209) -> B = <<16#8c,16#8c,16#94,16#94,16#94,16#a4,16#a4,16#c4,16#c4,16#0,16#50,16#28>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xd0 char(208) -> B = <<16#78,16#44,16#42,16#42,16#42,16#f2,16#42,16#42,16#44,16#78>>, gl:bitmap(7, 10, 0, 0, 7, 0, B); % char: 0xcf char(207) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#f8,16#0,16#50>>, gl:bitmap(5, 11, -2, 0, 7, 0, B); % char: 0xce char(206) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#f8,16#0,16#50,16#20>>, gl:bitmap(5, 12, -2, 0, 7, 0, B); % char: 0xcd char(205) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#f8,16#0,16#60,16#10>>, gl:bitmap(5, 12, -2, 0, 7, 0, B); % char: 0xcc char(204) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#f8,16#0,16#30,16#40>>, gl:bitmap(5, 12, -2, 0, 7, 0, B); % char: 0xcb char(203) -> B = <<16#fc,16#80,16#80,16#80,16#f8,16#80,16#80,16#80,16#fc,16#0,16#48>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xca char(202) -> B = <<16#fc,16#80,16#80,16#80,16#f8,16#80,16#80,16#80,16#fc,16#0,16#48,16#30>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc9 char(201) -> B = <<16#fc,16#80,16#80,16#80,16#f8,16#80,16#80,16#80,16#fc,16#0,16#30,16#8>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc8 char(200) -> B = <<16#fc,16#80,16#80,16#80,16#f8,16#80,16#80,16#80,16#fc,16#0,16#30,16#40>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc7 char(199) -> B = <<16#20,16#10,16#78,16#84,16#84,16#80,16#80,16#80,16#80,16#84,16#84,16#78>>, gl:bitmap(6, 12, -1, 2, 7, 0, B); % char: 0xc6 char(198) -> B = <<16#9e,16#90,16#90,16#90,16#90,16#fc,16#90,16#90,16#50,16#3e>>, gl:bitmap(7, 10, 0, 0, 7, 0, B); % char: 0xc5 char(197) -> B = <<16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#48,16#30,16#0,16#30,16#30>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc4 char(196) -> B = <<16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#48,16#30,16#0,16#48,16#48>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc3 char(195) -> B = <<16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#48,16#30,16#0,16#50,16#28>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc2 char(194) -> B = <<16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#48,16#30,16#0,16#48,16#30>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc1 char(193) -> B = <<16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#48,16#30,16#0,16#30,16#8>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xc0 char(192) -> B = <<16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#48,16#30,16#0,16#30,16#40>>, gl:bitmap(6, 12, -1, 0, 7, 0, B); % char: 0xbf char(191) -> B = <<16#78,16#84,16#84,16#8,16#10,16#10,16#10,16#10,16#0,16#10,16#10>>, gl:bitmap(6, 11, -1, 2, 7, 0, B); % char: 0xbe char(190) -> B = <<16#4,16#9c,16#54,16#4c,16#24,16#d0,16#30,16#48,16#24,16#c4>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xbd char(189) -> B = <<16#9c,16#88,16#44,16#34,16#28,16#50,16#48,16#48,16#c4,16#40>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xbc char(188) -> B = <<16#84,16#9c,16#54,16#2c,16#24,16#50,16#48,16#48,16#c4,16#40>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xbb char(187) -> B = <<16#a0,16#50,16#28,16#14,16#28,16#50,16#a0>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0xba char(186) -> B = <<16#f0,16#0,16#60,16#90,16#90,16#60>>, gl:bitmap(4, 6, -2, -4, 7, 0, B); % char: 0xb9 char(185) -> B = <<16#40,16#40,16#40,16#40,16#c0,16#40>>, gl:bitmap(2, 6, -1, -4, 7, 0, B); % char: 0xb8 char(184) -> B = <<16#80,16#40,16#40>>, gl:bitmap(2, 3, -2, 2, 7, 0, B); % char: 0xb7 char(183) -> B = <<16#80>>, gl:bitmap(1, 1, -3, -5, 7, 0, B); % char: 0xb6 char(182) -> B = <<16#38,16#28,16#28,16#28,16#28,16#28,16#68,16#a8,16#a8,16#a8,16#a8,16#78>>, gl:bitmap(5, 12, -1, 2, 7, 0, B); % char: 0xb5 char(181) -> B = <<16#80,16#80,16#a8,16#d8,16#88,16#88,16#88,16#88>>, gl:bitmap(5, 8, -1, 2, 7, 0, B); % char: 0xb4 char(180) -> B = <<16#80,16#40,16#20,16#10>>, gl:bitmap(4, 4, -1, -7, 7, 0, B); % char: 0xb3 char(179) -> B = <<16#60,16#90,16#10,16#60,16#10,16#90,16#60>>, gl:bitmap(4, 7, -1, -4, 7, 0, B); % char: 0xb2 char(178) -> B = <<16#f0,16#80,16#40,16#20,16#10,16#90,16#60>>, gl:bitmap(4, 7, -1, -4, 7, 0, B); % char: 0xb1 char(177) -> B = <<16#f8,16#20,16#20,16#f8,16#20,16#20>>, gl:bitmap(5, 6, -1, 0, 7, 0, B); % char: 0xb0 char(176) -> B = <<16#60,16#90,16#90,16#60>>, gl:bitmap(4, 4, -1, -7, 7, 0, B); % char: 0xaf char(175) -> B = <<16#f0>>, gl:bitmap(4, 1, 0, -9, 7, 0, B); % char: 0xae char(174) -> B = <<16#78,16#84,16#cc,16#cc,16#cc,16#f4,16#cc,16#cc,16#f4,16#84,16#78>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xad char(173) -> B = <<16#f0>>, gl:bitmap(4, 1, 0, -3, 7, 0, B); % char: 0xac char(172) -> B = <<16#8,16#8,16#8,16#f8>>, gl:bitmap(5, 4, 0, 0, 7, 0, B); % char: 0xab char(171) -> B = <<16#14,16#28,16#50,16#a0,16#50,16#28,16#14>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0xaa char(170) -> B = <<16#f8,16#0,16#68,16#98,16#88,16#78,16#88,16#70>>, gl:bitmap(5, 8, -2, -3, 7, 0, B); % char: 0xa9 (Copyright) char(169) -> %%B = <<16#78,16#84,16#b4,16#cc,16#c4,16#c4,16#c4,16#cc,16#b4,16#84,16#78>>, B = << 2#00111100, 2#01000010, 2#10011001, 2#10100101, 2#10100001, 2#10100001, 2#10100001, 2#10100101, 2#10011001, 2#01000010, 2#00111100 >>, gl:bitmap(8, 11, -1, 0, 9, 0, B); % char: 0xa8 char(168) -> B = <<16#90,16#90>>, gl:bitmap(4, 2, -1, -9, 7, 0, B); % char: 0xa7 char(167) -> B = <<16#78,16#84,16#8,16#30,16#48,16#84,16#48,16#30,16#40,16#84,16#78>>, gl:bitmap(6, 11, -1, 0, 7, 0, B); % char: 0xa6 char(166) -> B = <<16#80,16#80,16#80,16#80,16#0,16#0,16#80,16#80,16#80,16#80>>, gl:bitmap(1, 10, -3, 0, 7, 0, B); % char: 0xa5 char(165) -> B = <<16#10,16#10,16#10,16#fc,16#10,16#10,16#fc,16#30,16#48,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0xa4 char(164) -> B = <<16#84,16#78,16#48,16#48,16#78,16#84>>, gl:bitmap(6, 6, -1, -2, 7, 0, B); % char: 0xa3 char(163) -> B = <<16#48,16#f0,16#40,16#40,16#f0,16#40,16#40,16#48,16#30>>, gl:bitmap(5, 9, -1, 0, 7, 0, B); % char: 0xa2 char(162) -> B = <<16#20,16#7c,16#a4,16#a0,16#a0,16#a0,16#a4,16#7c,16#20>>, gl:bitmap(6, 9, -1, 1, 7, 0, B); % char: 0xa1 char(161) -> B = <<16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#0,16#80,16#80>>, gl:bitmap(1, 10, -3, 0, 7, 0, B); % char: 0x7e '~' */ char(126) -> B = <<16#8,16#94,16#a4,16#40>>, gl:bitmap(6, 4, -1, -7, 7, 0, B); % char: 0x7d '}' */ char(125) -> B = <<16#c0,16#20,16#20,16#20,16#20,16#20,16#10,16#20,16#20,16#20,16#20,16#20,16#c0>>, gl:bitmap(4, 13, -1, 2, 7, 0, B); % char: 0x7c '|' */ char(124) -> B = <<16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80>>, gl:bitmap(1, 13, -3, 2, 7, 0, B); % char: 0x7b '{' */ char(123) -> B = <<16#30,16#40,16#40,16#40,16#40,16#40,16#80,16#40,16#40,16#40,16#40,16#40,16#30>>, gl:bitmap(4, 13, -3, 2, 7, 0, B); % char: 0x7a 'z' */ char(122) -> B = <<16#fc,16#40,16#20,16#20,16#10,16#8,16#fc>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x79 'y' */ char(121) -> B = <<16#78,16#84,16#4,16#74,16#8c,16#84,16#84,16#84,16#84>>, gl:bitmap(6, 9, -1, 2, 7, 0, B); % char: 0x78 'x' */ char(120) -> B = <<16#84,16#84,16#48,16#30,16#48,16#84,16#84>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x77 'w' */ char(119) -> %%B = <<16#50,16#a8,16#a8,16#a8,16#a8,16#88,16#88>>, B = << 2#01000100, 2#01000100, 2#01000100, 2#10101010, 2#10101010, 2#10010010, 2#10010010 >>, gl:bitmap(7, 7, -1, 0, 8, 0, B); % char: 0x76 'v' */ char(118) -> B = <<16#20,16#20,16#50,16#50,16#88,16#88,16#88>>, gl:bitmap(5, 7, -1, 0, 7, 0, B); % char: 0x75 'u' */ char(117) -> B = <<16#74,16#8c,16#84,16#84,16#84,16#84,16#84>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x74 't' */ char(116) -> %%B = <<16#18,16#24,16#20,16#20,16#20,16#20,16#f8,16#20,16#20,16#20>>, B = << 2#01110000, 2#01000000, 2#01000000, 2#01000000, 2#01000000, 2#01000000, 2#11110000, 2#01000000, 2#01000000, 2#01000000 >>, gl:bitmap(4, 10, -1, 0, 5, 0, B); % char: 0x73 's' */ char(115) -> B = <<16#78,16#84,16#8,16#30,16#40,16#84,16#78>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x72 'r' */ char(114) -> %%B = <<16#80,16#80,16#80,16#80,16#84,16#c4,16#b8>>, B = << 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#11000000, 2#10111000 >>, gl:bitmap(5, 7, -1, 0, 6, 0, B); % char: 0x71 'q' */ char(113) -> B = <<16#4,16#4,16#74,16#8c,16#84,16#84,16#84,16#8c,16#74>>, gl:bitmap(6, 9, -1, 2, 7, 0, B); % char: 0x70 'p' */ char(112) -> B = <<16#80,16#80,16#b8,16#c4,16#84,16#84,16#84,16#c4,16#b8>>, gl:bitmap(6, 9, -1, 2, 7, 0, B); % char: 0x6f 'o' */ char(111) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#78>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x6e 'n' */ char(110) -> B = <<16#84,16#84,16#84,16#84,16#84,16#c4,16#b8>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x6d 'm' */ char(109) -> %%B = <<16#88,16#a8,16#a8,16#a8,16#a8,16#a8,16#d0>>, B = << 2#1000100010000000:16, 2#1000100010000000:16, 2#1000100010000000:16, 2#1000100010000000:16, 2#1000100010000000:16, 2#1000100010000000:16, 2#1111011100000000:16 >>, gl:bitmap(9, 7, -1, 0, 10, 0, B); % char: 0x6c 'l' */ char(108) -> %%B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#60>>, B = << 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000 >>, gl:bitmap(1, 10, -1, 0, 2, 0, B); % char: 0x6b 'k' */ char(107) -> B = <<16#84,16#88,16#90,16#e0,16#a0,16#90,16#88,16#80,16#80,16#80>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x6a 'j' */ char(106) -> B = <<16#70,16#88,16#88,16#8,16#8,16#8,16#8,16#8,16#18,16#0,16#8,16#8>>, gl:bitmap(5, 12, -1, 2, 7, 0, B); % char: 0x69 'i' */ char(105) -> %%B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#60,16#0,16#20,16#20>>, B = << 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#10000000, 2#00000000, 2#00000000, 2#10000000 >>, gl:bitmap(1, 10, -1, 0, 2, 0, B); % char: 0x68 'h' */ char(104) -> B = <<16#84,16#84,16#84,16#84,16#84,16#c4,16#b8,16#80,16#80,16#80>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x67 'g' */ char(103) -> %%B = <<16#78,16#84,16#b8,16#40,16#70,16#88,16#88,16#88,16#74>>, B = << 2#11111000, 2#00000100, 2#00000100, 2#01111100, 2#10000100, 2#10000100, 2#10000100, 2#10000100, 2#10000100, 2#01111100 >>, gl:bitmap(6, 10, -1, 3, 7, 0, B); % char: 0x66 'f' */ char(102) -> B = <<16#20,16#20,16#20,16#20,16#20,16#f8,16#20,16#20,16#24,16#18>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x65 'e' */ char(101) -> B = <<16#78,16#84,16#80,16#fc,16#84,16#84,16#78>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x64 'd' */ char(100) -> B = <<16#74,16#8c,16#84,16#84,16#84,16#8c,16#74,16#4,16#4,16#4>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x63 'c' */ char(99) -> B = <<16#78,16#84,16#80,16#80,16#80,16#84,16#78>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x62 'b' */ char(98) -> B = <<16#b8,16#c4,16#84,16#84,16#84,16#c4,16#b8,16#80,16#80,16#80>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x61 'a' */ char(97) -> B = <<16#74,16#8c,16#84,16#64,16#1c,16#84,16#78>>, gl:bitmap(6, 7, -1, 0, 7, 0, B); % char: 0x60 '`' */ char(96) -> B = <<16#40,16#80,16#80,16#c0>>, gl:bitmap(2, 4, -4, -7, 7, 0, B); % char: 0x5f '_' */ char(95) -> B = <<16#fc>>, gl:bitmap(6, 1, -1, 2, 7, 0, B); % char: 0x5e '^' */ char(94) -> B = <<16#84,16#48,16#30>>, gl:bitmap(6, 3, -1, -8, 7, 0, B); % char: 0x5d ']' */ char(93) -> B = <<16#f0,16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#f0>>, gl:bitmap(4, 13, -1, 2, 7, 0, B); % char: 0x5c '\' */ char(92) -> B = <<16#4,16#4,16#8,16#8,16#10,16#10,16#20,16#20,16#20,16#40,16#40,16#80,16#80>>, gl:bitmap(6, 13, -1, 2, 7, 0, B); % char: 0x5b '[' */ char(91) -> B = <<16#f0,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#f0>>, gl:bitmap(4, 13, -3, 2, 7, 0, B); % char: 0x5a 'Z' */ char(90) -> B = <<16#fc,16#80,16#40,16#40,16#20,16#10,16#10,16#8,16#4,16#fc>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x59 'Y' */ char(89) -> B = <<16#20,16#20,16#20,16#20,16#20,16#50,16#50,16#88,16#88,16#88>>, gl:bitmap(5, 10, -1, 0, 7, 0, B); % char: 0x58 'X' */ char(88) -> B = <<16#84,16#84,16#48,16#48,16#30,16#30,16#48,16#48,16#84,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x57 'W' */ char(87) -> B = <<16#84,16#cc,16#cc,16#b4,16#b4,16#84,16#84,16#84,16#84,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x56 'V' */ char(86) -> B = <<16#30,16#30,16#30,16#48,16#48,16#48,16#84,16#84,16#84,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x55 'U' */ char(85) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x54 'T' */ char(84) -> B = <<16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#10,16#fe>>, gl:bitmap(7, 10, 0, 0, 7, 0, B); % char: 0x53 'S' */ char(83) -> B = <<16#78,16#84,16#84,16#4,16#18,16#60,16#80,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x52 'R' */ char(82) -> B = <<16#84,16#84,16#88,16#90,16#f8,16#84,16#84,16#84,16#84,16#f8>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x51 'Q' */ char(81) -> B = <<16#4,16#8,16#78,16#8c,16#94,16#e4,16#84,16#84,16#84,16#84,16#84,16#78>>, gl:bitmap(6, 12, -1, 2, 7, 0, B); % char: 0x50 'P' */ char(80) -> B = <<16#80,16#80,16#80,16#80,16#f8,16#84,16#84,16#84,16#84,16#f8>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x4f 'O' */ char(79) -> B = <<16#78,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x4e 'N' */ char(78) -> B = <<16#84,16#84,16#8c,16#8c,16#94,16#a4,16#c4,16#c4,16#84,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x4d 'M' */ char(77) -> B = <<16#84,16#84,16#84,16#84,16#84,16#b4,16#b4,16#cc,16#cc,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x4c 'L' */ char(76) -> B = <<16#fc,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x4b 'K' */ char(75) -> B = <<16#84,16#84,16#88,16#90,16#a0,16#c0,16#a0,16#90,16#88,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x4a 'J' */ char(74) -> B = <<16#70,16#88,16#88,16#8,16#8,16#8,16#8,16#8,16#8,16#1c>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x49 'I' */ char(73) -> %%B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#20,16#f8>>, B = << 2#11100000, 2#01000000, 2#01000000, 2#01000000, 2#01000000, 2#01000000, 2#01000000, 2#01000000, 2#01000000, 2#11100000 >>, gl:bitmap(3, 10, -1, 0, 4, 0, B); % char: 0x48 'H' */ char(72) -> B = <<16#84,16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#84,16#84>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x47 'G' */ char(71) -> B = <<16#74,16#8c,16#84,16#84,16#9c,16#80,16#80,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x46 'F' */ char(70) -> B = <<16#80,16#80,16#80,16#80,16#80,16#f0,16#80,16#80,16#80,16#fc>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x45 'E' */ char(69) -> B = <<16#fc,16#80,16#80,16#80,16#80,16#f0,16#80,16#80,16#80,16#fc>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x44 'D' */ char(68) -> %%B = <<16#f8,16#44,16#44,16#44,16#44,16#44,16#44,16#44,16#44,16#f8>>, B = << 2#11111000, 2#10000100, 2#10000100, 2#10000100, 2#10000100, 2#10000100, 2#10000100, 2#10000100, 2#10000100, 2#11111000 >>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x43 'C' */ char(67) -> B = <<16#78,16#84,16#84,16#80,16#80,16#80,16#80,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x42 'B' */ char(66) -> B = <<16#f8,16#44,16#44,16#44,16#44,16#78,16#44,16#44,16#44,16#f8>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x41 'A' */ char(65) -> B = <<16#84,16#84,16#84,16#84,16#fc,16#84,16#84,16#84,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x40 '@' */ char(64) -> B = <<16#3c,16#40,16#9c,16#a4,16#a4,16#a4,16#a4,16#9c,16#44,16#38>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x3f '?' */ char(63) -> B = <<16#10,16#10,16#0,16#10,16#10,16#10,16#8,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x3e '>' */ char(62) -> B = <<16#80,16#40,16#20,16#10,16#8,16#10,16#20,16#40,16#80>>, gl:bitmap(5, 9, -1, 0, 7, 0, B); % char: 0x3d '=' */ char(61) -> B = <<16#fc,16#0,16#0,16#fc>>, gl:bitmap(6, 4, -1, -3, 7, 0, B); % char: 0x3c '<' */ char(60) -> B = <<16#8,16#10,16#20,16#40,16#80,16#40,16#20,16#10,16#8>>, gl:bitmap(5, 9, -1, 0, 7, 0, B); % char: 0x3b ';' */ char(59) -> B = <<16#80,16#40,16#40,16#c0,16#0,16#0,16#c0,16#c0>>, gl:bitmap(2, 8, -3, 1, 7, 0, B); % char: 0x3a ':' */ char(58) -> B = <<16#40,16#e0,16#40,16#0,16#0,16#40,16#e0,16#40>>, gl:bitmap(3, 8, -2, 0, 5, 0, B); % char: 0x39 '9' */ char(57) -> B = <<16#70,16#88,16#84,16#4,16#74,16#8c,16#84,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x38 '8' */ char(56) -> B = <<16#78,16#84,16#84,16#84,16#48,16#30,16#48,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x37 '7' */ char(55) -> B = <<16#10,16#10,16#10,16#10,16#10,16#10,16#8,16#88,16#84,16#fc>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x36 '6' */ char(54) -> B = <<16#78,16#84,16#84,16#84,16#c4,16#b8,16#80,16#84,16#44,16#38>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x35 '5' */ char(53) -> B = <<16#78,16#84,16#84,16#4,16#4,16#84,16#f8,16#80,16#80,16#fc>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x34 '4' */ char(52) -> B = <<16#8,16#8,16#fc,16#88,16#48,16#48,16#28,16#28,16#18,16#8>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x33 '3' */ char(51) -> B = <<16#78,16#84,16#84,16#4,16#4,16#38,16#4,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x32 '2' */ char(50) -> B = <<16#fc,16#40,16#20,16#10,16#8,16#8,16#4,16#84,16#84,16#78>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x31 '1' */ char(49) -> B = <<16#f8,16#20,16#20,16#20,16#20,16#20,16#20,16#a0,16#60,16#20>>, gl:bitmap(5, 10, -2, 0, 7, 0, B); % char: 0x30 '0' */ char(48) -> B = <<16#30,16#48,16#84,16#84,16#84,16#84,16#84,16#84,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x2f '/' */ char(47) -> B = <<16#80,16#80,16#40,16#40,16#20,16#20,16#10,16#10,16#10,16#8,16#8,16#4,16#4>>, gl:bitmap(6, 13, -1, 2, 7, 0, B); % char: 0x2e '.' */ char(46) -> B = <<16#40,16#e0,16#40>>, gl:bitmap(3, 3, -2, 1, 5, 0, B); % char: 0x2d '-' */ char(45) -> B = <<16#f0>>, gl:bitmap(4, 1, -1, -4, 5, 0, B); % char: 0x2c ',' */ char(44) -> B = <<16#80,16#40,16#40,16#c0>>, gl:bitmap(2, 4, -2, 2, 4, 0, B); % char: 0x2b '+' */ char(43) -> B = <<16#20,16#20,16#20,16#f8,16#20,16#20,16#20>>, gl:bitmap(5, 7, -1, -1, 7, 0, B); % char: 0x2a '*' */ char(42) -> B = <<16#20,16#a8,16#70,16#20,16#70,16#a8,16#20>>, gl:bitmap(5, 7, -2, -3, 7, 0, B); % char: 0x29 ')' */ char(41) -> B = <<16#80,16#40,16#20,16#20,16#10,16#10,16#10,16#10,16#10,16#20,16#20,16#40,16#80>>, gl:bitmap(4, 13, -1, 2, 7, 0, B); % char: 0x28 '(' */ char(40) -> B = <<16#10,16#20,16#40,16#40,16#80,16#80,16#80,16#80,16#80,16#40,16#40,16#20,16#10>>, gl:bitmap(4, 13, -3, 2, 7, 0, B); % char: 0x27 ''' */ char(39) -> B = <<16#80,16#40,16#40,16#c0>>, gl:bitmap(2, 4, -3, -7, 7, 0, B); % char: 0x26 '&' */ char(38) -> B = <<16#64,16#98,16#88,16#94,16#64,16#30,16#48,16#48,16#48,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x25 '%' */ char(37) -> B = <<16#98,16#a4,16#64,16#38,16#20,16#10,16#70,16#98,16#94,16#64>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x24 '$' */ char(36) -> B = <<16#10,16#78,16#94,16#94,16#14,16#38,16#50,16#94,16#94,16#78,16#10>>, gl:bitmap(6, 11, -1, 1, 7, 0, B); % char: 0x23 '#' */ char(35) -> B = <<16#50,16#50,16#50,16#fc,16#28,16#28,16#fc,16#14,16#14,16#14>>, gl:bitmap(6, 10, -1, 0, 7, 0, B); % char: 0x22 '"' */ char(34) -> B = <<16#90,16#48,16#48,16#d8>>, gl:bitmap(5, 4, -1, -7, 7, 0, B); % char: 0x21 '!' */ char(33) -> B = <<16#80,16#80,16#0,16#80,16#80,16#80,16#80,16#80,16#80,16#80>>, gl:bitmap(1, 10, -3, 0, 7, 0, B); % char: 0x19 char(25) -> B = <<16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80,16#80>>, gl:bitmap(1, 14, -3, 2, 7, 0, B); % char: 0x18 char(24) -> B = <<16#10,16#10,16#10,16#10,16#10,16#10,16#fe>>, gl:bitmap(7, 7, 0, 2, 7, 0, B); % char: 0x17 char(23) -> B = <<16#fe,16#10,16#10,16#10,16#10,16#10,16#10,16#10>>, gl:bitmap(7, 8, 0, -4, 7, 0, B); % char: 0x16 char(22) -> B = <<16#10,16#10,16#10,16#10,16#10,16#10,16#f0,16#10,16#10,16#10,16#10,16#10,16#10,16#10>>, gl:bitmap(4, 14, 0, 2, 7, 0, B); % char: 0x15 char(21) -> B = <<16#80,16#80,16#80,16#80,16#80,16#80,16#f0,16#80,16#80,16#80,16#80,16#80,16#80,16#80>>, gl:bitmap(4, 14, -3, 2, 7, 0, B); % char: 0x14 char(20) -> B = <<16#fe>>, gl:bitmap(7, 1, 0, 2, 7, 0, B); % char: 0x13 char(19) -> B = <<16#fe>>, gl:bitmap(7, 1, 0, -2, 7, 0, B); % char: 0x12 char(18) -> B = <<16#fe>>, gl:bitmap(7, 1, 0, -4, 7, 0, B); % char: 0x11 char(17) -> B = <<16#fe>>, gl:bitmap(7, 1, 0, -7, 7, 0, B); % char: 0x10 char(16) -> B = <<16#fe>>, gl:bitmap(7, 1, 0, -11, 7, 0, B); % char: 0xf char(15) -> B = <<16#10,16#10,16#10,16#10,16#10,16#10,16#fe,16#10,16#10,16#10,16#10,16#10,16#10,16#10>>, gl:bitmap(7, 14, 0, 2, 7, 0, B); % char: 0xe char(14) -> B = <<16#f0,16#80,16#80,16#80,16#80,16#80,16#80,16#80>>, gl:bitmap(4, 8, -3, -4, 7, 0, B); % char: 0xd char(13) -> B = <<16#80,16#80,16#80,16#80,16#80,16#80,16#f0>>, gl:bitmap(4, 7, -3, 2, 7, 0, B); % char: 0xc char(12) -> B = <<16#10,16#10,16#10,16#10,16#10,16#10,16#f0>>, gl:bitmap(4, 7, 0, 2, 7, 0, B); % char: 0xb char(11) -> B = <<16#f0,16#10,16#10,16#10,16#10,16#10,16#10,16#10>>, gl:bitmap(4, 8, 0, -4, 7, 0, B); char(10) -> B = <<16#10,16#10,16#10,16#10,16#78,16#40,16#60,16#90,16#90>>, gl:bitmap(5, 9, 0, 2, 7, 0, B); % char: 0x08 BSP */ char(8) -> B = <<16#00>>, gl:bitmap(6, 1, -1, 2, -7, 0, B); % char: 0x2 char(2) -> B = <<16#aa,16#54,16#aa,16#54,16#aa,16#54,16#aa,16#54,16#aa,16#54,16#aa,16#54,16#aa,16#54>>, gl:bitmap(7, 14, 0, 2, 7, 0, B); % char: 0x1 char(1) -> B = <<16#30,16#30,16#78,16#78,16#fc,16#fc,16#78,16#78,16#30,16#30>>, gl:bitmap(6, 10, -1, 0, 7, 0, B).