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
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