Add bitmap font rendering via PNG tilesheet
Replace egui text rendering with a BitmapFont system: - Glyph.tile: u32 replaces ch: char; top-left pixel of PNG is background sentinel - BitmapFont loads/preprocesses PNG to opaque-white + transparent, tinted at render time - Default font: assets/vga-font-8x16.png (CP437, 8×16 tiles); placeholder generated if missing - Boards can specify a per-board font via [font] in their .toml file - Editor Board tab: "Font…" button opens font dialog (rfd file picker, tile dims, tilesheet preview) - Glyph picker: tile grid from active font replaces hardcoded ASCII char grid - map_file: TileIndex untagged enum accepts char or integer in palette entries Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -5,9 +5,9 @@ height = 25
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player_start = [30, 12]
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[palette]
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" " = { archetype = "empty", ch = " ", fg = "#000000", bg = "#000000" }
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"#" = { archetype = "wall", ch = "#", fg = "#808080", bg = "#606060" }
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"+" = { archetype = "banana", ch = "#", fg = "#808080", bg = "#606060" }
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" " = { archetype = "empty", tile = " ", fg = "#000000", bg = "#000000" }
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"#" = { archetype = "wall", tile = "#", fg = "#808080", bg = "#606060" }
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"+" = { archetype = "banana", tile = "#", fg = "#808080", bg = "#606060" }
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[grid]
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content = """
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