On Mon, Dec 24, 2012 at 08:04:27AM +1300, Ralph Versteegen wrote: > On 24 December 2012 08:00, Ralph Versteegen <[email protected]> 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. > > > > 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. > > > > 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 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. > > > > 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) > > > > Anyway, feel free to add the bitset, as it can be converted into a > > font number later. > > Specially, the bitset can to converted to a font number at load time, > while on the other hand the existing text slice and plotstring style > options are tricky because they can be toggled by scripts at run time. > Oh, we could have both "default in-game font" to replace existing uses > of edged text, and "default in-game menu font" for existing uses of > flat text (but we'll need better names), and the script commands can > just toggle between those.
Yeah, good idea! That sounds safer. --- James _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
