Thread: Shockbolt tiles
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Old June 17, 2012, 20:50   #3
myshkin
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Quote:
Originally Posted by half View Post
I've just had my first hands-on experience with them by downloading the 3.4.0 RC version for Mac. This has a native UI menu with choice of graphics set and font face/size. However, the size of the tiles seems to be completely determined by the font size, which is measured in points. This leads to non-square tiles which are also rather arbitrary sizes, leading to rescaling of the original Shockbolt images. Strangely their aspect ratio skews towards wider and wider as I make the point size bigger.

When I try to enlarge/reduce the main window by dragging the bottom right corner, it doesn't add or subtract rows/columns, but scales the graphics. This allows me to produce roughly square tiles of roughly the right size, but I'd rather be able to have perfect squares at natural sizes (e.g. 32x32, 64x64, 96x96, 128x128). I'd also rather be able to have multiple characters of text per tile space. I seem to recall that it used to be much more like that. Is this still possible? Are there reasons for the change? Is this the same on the Windows/Linux ports?
The Cocoa port is definitely idiosyncratic with respect to resizing and tile handling. The Windows and other ports have not changed similarly, as far as I know. I would like to get support for changing rows and columns back into the port. It is possible that the way I added support for per-terminal fonts and font size settings has broken tile sizing in some fashion.

I am less sure about multiple characters of text per tile space. Someone more familiar with the UI code than I may be able to comment on that.
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