On Tue, Mar 10, 2009 at 03:25:41AM +1300, Ralph Versteegen wrote:
> 2009/3/9 James Paige <b...@hamsterrepublic.com>:
> > On Mon, Mar 09, 2009 at 01:34:08AM +1300, Ralph Versteegen wrote:
> >> 2009/3/8 Ralph Versteegen <teeem...@gmail.com>:
> >> > 2009/3/8  <subvers...@hamsterrepublic.com>:
> >> >> teeemcee
> >> >> 2009-03-07 07:04:11 -0800 (Sat, 07 Mar 2009)
> >> >> 1392
> >> >> Complete text rendering rewrite. Adds fonts:
> >> >> -A font can be one or two layers. The bottom layer is drawn first for 
> >> >> the whole string, then the top one. This is to let shadows and effects 
> >> >> like edgeprint for neighbouring characters overlap. Edgeprint now draws 
> >> >> a string twice instead of 5 times.
> >> >> -Each character can be a variable width
> >> >> -Each sprite for each layer for each character can be any size, placed 
> >> >> in any position relative to the character, and use 256 colours. So you 
> >> >> can add huge graffiti like tails and things which extend all over the 
> >> >> place.
> >> >>
> >> >> There are two fonts currently loaded for each game: the base game font, 
> >> >> and the game font plus edges. To try out new font features at the 
> >> >> moment need to use hardcoded fonts, modify setfont. font_loadbmps is 
> >> >> there for this.
> >> >>
> >> >> The font code is incomplete, eventually it should have more support for 
> >> >> palettes and colour manipulation, multiple fonts, and font effects like 
> >> >> shadows and gradients.
> >> >>
> >> >> I also changed the way Frame masks act. 0x00 is now transparent and 
> >> >> 0xff is opaque, instead of the other way around. masks are also now 
> >> >> optional for transparent blitting using draw_ohr. I believe there are 
> >> >> only two places where they are actually needed: enemies fading out, and 
> >> >> scaled blitting (sprite_draw). Everything else could now be changed to 
> >> >> use half as much memory. However, fonts are the only thing taking 
> >> >> advantage of this at the moment.
> >> >> ---
> >> >> U   wip/allmodex.bas
> >> >> U   wip/allmodex.bi
> >> >> U   wip/common.bas
> >> >> U   wip/common.bi
> >> >> U   wip/udts.bi
> >> >
> >> > Example, a small (2x6 to 6x6 per char) monochrome font I quickly drew,
> >> > lowercase letters only:
> >> > http://tmc.castleparadox.com/ohr/smallfont.png
> >> > To use it, unzip
> >> > http://tmc.castleparadox.com/ohr/smallfont.zip
> >> > to executable directory and modify setfont.
> >> >
> >>
> >> More fun stuff:
> >> http://tmc.castleparadox.com/ohr/sfont1.png
> >> http://tmc.castleparadox.com/ohr/bigfont.png
> >
> > Oh my goodness! I think i underestimated how awesome this could be!
> 
> I need to draw an example of a font that uses layers for another use I
> envision: letters which merge together, such as sharing an outline,
> example:
> http://rlv.zcache.com/hot_pink_black_text_proud_new_aunt_sticker-p217247054994320869qjcl_400.jpg
> 
> > Looks like I have a lot of work to do on making gui elements sized
> > according to font sizes.
> 
> But what would you do about very tight menus like the items menu, or
> 38 character strings? My thinking was that we might have to require an
> at maximum 8x8 font to be provided for use in menus where larger font
> wouldn't fit, even if the default is something else. I guess it might
> be possible to instead scan problematic strings in the game (eg item
> names and descriptions) for excessive length and provide warnings, but
> it sounds like a lot of work.
> Variable width font really cuts down on string length nicely.

Ah, interesting. Yes, if we required every game to have a "Menu" font 
with limited dimentions, then that would ease the transition greatly.

> > Do we have gunctions yet to get the height of a given string? Or to get
> > the height of the font in general?
> >
> 
> Not yet. I've only assigned a single height value to a font, instead
> of per-character. However, a string will potentially switch between
> multiple fonts and contain newlines. We already have xstring for
> width!

ystring then, I guess :)

> Oh yeah, I'll merge (or more likely rewrite) Mike's text controls tag
> stuff back in soon (r1025, backed-out over two years ago!) But I think
> I'm meant to be working on my Gameathon entry...

Well, I can be patient :)

By the way, I tried uncommenting the lines you marked in setfont, but I 
wasn't seeing any difference. Can you give me a little more info on how 
to test this?

---
James Paige
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