On Mon, Dec 24, 2012 at 08:00:34AM +1300, Ralph Versteegen wrote: > On 23 December 2012 06:42, James Paige <[email protected]> wrote: > > I was thinking about adding a bitset in MenuDef to choose whether the > > text is displayed flat or outline, and I was wondering doing this would > > cause problems for future fancy font support? Would font selection > > become a multistate, flat/outline/fancy ? Would it be nothing like that > > at all? > > > > This is only for insignificant cosmetic details in the battle menu, so I > > don't have to do it right away. > > > > Thoughts? > > > > --- > > James > > I plan for font selection to be of a font definition ID number. Here > are my ideas (not settled on; suggestions welcome of course) > > One font definition can be a variant of another with edges/drop > shadow/gradient/tinting added (meaning each font may or may not have > its own bitmaps... or maybe the bitmaps should be stored separately, > like box border graphics and box styles). I feel that's simpler than > having multiple options for font selection everywhere such as > edged/flat "style". Text colour would still be a separate option, > though.
I like this, it sounds great. I like the idea of being able to edit one font, and have those changes automatically propigate to the outline/shadow/whatever filtered versions of the font. > When we switch to the new font system I would like to add an addition > font to each existing game to be used as the default font in Custom so > that people can change their in-game font without it breaking the > display of stuff in Custom. And if we're going to have a separate > font, why not make it a proportionate/variable width one? Then we can > fit text in more comfortably. This sounds good. > Note that most string fields in Custom would have to display text > using the in-game font rather than the editor font, especially to show > custom icon character. Or is that bad? It should not be much trouble > to code thanks to text markup tags, after adding support in > standardmenu/usemenu for variable linespacing. I don't think that is bad, but I do forsee one problem. What if the game author chooses a black-text-on-white-background color scheme? What happens when we display those strings as they would appear in-game in the editor? > I would give the editor fonts negative ID numbers. Then we could add > additional editor fonts later: I would love to have a small font which > we can use for overlays in space-constrained spaces for example. If we > wanted, we could hide the editor fonts rather than let people edit > them. Yeah, a small font when we need it would be great, and I agree about hiding editor fonts to the game author. > So games would start with 4 fonts defined: editor font flat and edged > and existing/default/in-game font flat and edged. There would be a > "default in-game font" setting. text slice and plotstring font style > bits would be obsoleted and change the font number instead (not sure > how this will work if users add addtional fonts) So would it need to search the saved plotslice collections and allocate extra fonts based on the styles used? > Anyway, feel free to add the bitset, as it can be converted into a > font number later. Okay, I might add it just for battle menus, but not expose it to the menu editor at this time. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
