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Some fonts improvements

Item posted by Sylvain Beucler <Beuc> on Fri 02 Nov 2007 07:45:22 PM UTC.

I added a way to load the default font from the executable itself, using a technique similar to SFX (self-extracting archives). This uses zziplib.

I also simulated the way GDI bypasses DX palette changes: now texts will become white at the end of a fade_down() (e.g. end credits in "The Three Barrels" one-screen dmod entry) and will keep a consistent color even when an altenate palette is used (e.g. text is yellow instead of blue in "Lyna's Story").

Now I wonder if I'll be able to use anything else than SDL in the future, seeing how tricky it was to implement all the original game idiosyncrasies.

Font size is still not the same than the original game. Besides, depending on whether patented features were activated or not in FreeType (used to render text from .ttf fonts), the text width varies. This needs further investigation.

Another related bug to fix is text placement in dialog options. Often, the title of a dialog choice is written being the text choices themselves, which naturally makes it difficult to read.

But don't worry, we've already fixed weirder bugs than that ;)

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