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
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