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Getting the text renderer fully functional is crucial to rewrite many elements of the GUI, and the main reason for me to start the rewriting of GUI elements from the information boxes is that they're a good starting point to implement a new text renderer: their code is very simple, yet they need to display multiple lines and columns of text with cropping and scrolling (to fix overflow issues, e.g. when displaying long map names).

The most tricky feature has already been implemented: word wrapping. Rather than tokenizing words based on whitespace, I've implemented a new system that treats each character individually to introduce word breaks. This will help when displaying text with long strings of non-whitespace characters (e.g. full paths in the filesystem).

There are a few other features to include in the text renderer, but first I'm going to implement a text reader to display readme files of maps in the "New game from map" menu. This is a feature I've long wanted to implement, to make it easier for users to consult information such as the credits of each map, and will be a good display of the text renderer's abilities. The text renderer is still limited to Quake's conchars set, but later on I may implement support for a secondary character table to display text from TXT files.

Text readers will also be eventually implemented elsewhere to display other things such as the readme of the current mod, license files and so on. Being able to read the whole documentation in the engine itself will make Retroquad even more user-friendly, and will also make it easier for developers (no need to put text in images for the Help menu, etc).

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