[Freeciv-Dev] (PR#2414) tileset font problems
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: |
undisclosed-recipients:; |
Subject: |
[Freeciv-Dev] (PR#2414) tileset font problems |
From: |
"Jason Short via RT" <rt@xxxxxxxxxxxxxx> |
Date: |
Mon, 25 Nov 2002 15:45:16 -0800 |
Reply-to: |
rt@xxxxxxxxxxxxxx |
Tilesets are allowed to specify fonts, but this system is broken in two
ways.
1. The fonts are specified as X fonts, which many clients cannot
understand (and currently ignore).
2. There are just a few fonts, and they are hard-coded into the GUI code
and use automatically by the GUI in many places. For instance the "city
productions font" may be used on the radar screen for the intro freeciv
text, just for lack of anything better.
Vasco had some ideas for solutions to #1: use CSS-style font
descriptions, or .ini-style font descriptions, which hopefully can be
interpreted by all clients. I know little about this.
For #2, I think we need a font system similar to the current sprite
system. The GUI should provide a "struct font" and functions such as
load_font(). The core code (not the GUI!) can then track these font
structures and pass around the font that should be used in each situation.
A patch to do any of this would be welcome. I suspect it will not be
easy, since it touches all GUIs in a large way.
jason
- [Freeciv-Dev] (PR#2414) tileset font problems,
Jason Short via RT <=
|
|