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#61 | |||
Swordsman
Join Date: May 2016
Posts: 330
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It's possible to make most subwindows partially transparent (e.g., Menu -> Term-1 -> Alpha), but not the main one. Also, some terminology: "window" is the stuff that your window manager (like GNOME or XFCE or whatever) creates - "window" can be fullscreen; "subwindows" are those rectangles inside main window that react to "Move" and "Size" buttons and display game state (map, messages, monster list, etc). Quote:
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"sdl2init.txt" should have some useful information about it, so don't forget it ![]() |
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#62 |
Swordsman
Join Date: May 2016
Posts: 330
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Well, I started to make some progress - namely, at last I remembered my password for Github
![]() So, the plan is, as discussed with various people: 1) Revive Makefile.std (Nick) 2) Remove "Cursor" option from the menu (fph) 3) Change menu colors (wkmanire) 4) Write a help file (wkmanire) 5) Windows version (Grotug) 6) Bigger font size with high DPI displays (Bandobras) Let me know if I'm forgetting something. |
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#63 |
Knight
Join Date: Apr 2007
Posts: 726
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Huh, suddenly between this
https://github.com/Mikolaj/angband/c...55ad910fbbce00 and this commit https://github.com/Mikolaj/angband/c...ec29ce9301bb1d the WOFF font no longer shows up on the list and when I force it via `.angband/Angband/sdl2init.txt`, it fails with Code:
parse error in /home/mikolaj//.angband/Angband/sdl2init.txt line 15 column 4: : invaild value angband: main-sdl2.c:5683: get_new_window: Assertion `!window->inited' failed. Aborted (core dumped) Edit: my .angband/Angband/sdl2init.txt Code:
window-display:0:0 window-full-rect:0:0:0:1920:1080 window-fullscreen:0:true window-renderer:0:hardware window-wallpaper-path:0:/home/mikolaj/r/angband/lib/icons/att-128.png window-wallpaper-mode:0:tiled window-status-bar-font:0:0:8x13x.fon window-graphics-id:0:0 window-tile-scale:0:width:1 window-tile-scale:0:height:1 window-cursor:0:true subwindow-window:0:0 subwindow-full-rect:0:0:22:1920:1058 subwindow-font:0:12:16x16xw.fon subwindow-borders:0:false subwindow-top:0:true:false subwindow-alpha:0:255 Last edited by Bandobras; February 1, 2019 at 17:08. |
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#64 | |||
Swordsman
Join Date: May 2016
Posts: 330
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I'll take a look at it after dealing with makefiles and other things (see plan). |
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#65 | |
Swordsman
Join Date: May 2016
Posts: 330
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I guess, these things can be made configurable at least, but it looks like you won't get a lot bigger than 21? Last edited by t4nk; February 1, 2019 at 18:11. |
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#66 | |
Knight
Join Date: Apr 2007
Posts: 726
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Spot on. I copied some glyphs from another file, but didn't correct their width from 1600 to 1602 pixels (don't ask). Fixed and pushed.
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#67 |
Knight
Join Date: Apr 2007
Posts: 726
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I've looked closer and it seems, compared to bitmap font, for WOFF you are adding 2 pixels extra between glyphs adjacent horizontally and 3 between lines.
Allure of the Stars manages to mimic bitmap font treatment by displaying each glyph separately at calculated coordinates and so there is no extra space between glyphs. Edit: Wow, you are actually doing that with bitmap fonts as well, which means even with a square font distances are not true on the map. I'm surprised, because bitmap fonts (or only the old-school ones?) are designed pixel-perfect, for display without any extra borders. You probably do that due to the cursor, because your fonts (as opposed to mine) are not designed to accommodate the cursor, so that it doesn't obscure important parts of the font and never touches stems at more that a couple of points. I'd probably only do that for fonts smaller (or equal?) than 9x15, because glyph stems in larger fonts rarely, if ever, run exactly at the border or only 1 pixel away (so cursor would fuse with the stem). This is all assuming your cursor is 1 pixel wide. But is looks so. Last edited by Bandobras; February 1, 2019 at 19:30. |
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#68 | ||
Swordsman
Join Date: May 2016
Posts: 330
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Bitmap fonts are indeed pixel perfect... they're also not really resizable, which is why Angband ships with tons of them. I don't like Angband's default fonts, so I didn't even consider adjusting their size back... I guess I should do that. |
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#69 |
Knight
Join Date: Apr 2007
Posts: 726
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My ttf (that is WOFF) font doesn't lie about its size, I hope.
Anyway, I handle scalable fonts by always creating a black texture of the nominal size and pasting the texture I got from sdl2-ttf in the center, cutting off any portions that stick out. In this way I get no border and no stray pixels after wiping out previous glyphs. |
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#70 | ||
Swordsman
Join Date: May 2016
Posts: 330
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libsdl2 |
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