Glimmr Drawing Commands

version 2/101030 by Erik Temple

  • Home page
  • Beginning
  • Previous
  • Next

  • Chapter: Fonts and Font Creation

    While the design of fonts is beyond the scope of this documentation, the creation of fonts for use with Glimmr is relatively simple, though like all font-making it does involve some fiddly bookkeeping. By far the easiest place to begin to create a font is to open up the fonts included with Glimmr and see how they are made; you may want to refer to one or the other of the font extensions (Glimmr Bitmap Font and Glimmr Image Font) as you peruse this section of the documentation.

    There are actually two kinds of fonts used by Glimmr, bitmap fonts and image fonts. As the names imply, these are appropriate for bitmap-rendered strings and image-rendered strings, respectively (we shouldn't try to use an image font for a bitmap-rendered string or vice versa--bad things will result!).

    A "font" of whatever type is actually a kind of thing (though not one that the player can see, interact with, or refer to, at least not under normal circumstances). All of a font's features are provided through the properties of this font object. In the next section, we will walk through the processes of creating a font object that are common to both types, and in subsequent sections move on to the properties of the fonts that are specific to one or the other.

    Note that fonts actually look up their glyphs by character code (e.g., 32 for a space, 35 for the pound sign, etc.). If we are adding characters to a font that don't have convenient keyboard equivalents, we can use the formulation "char-code X", where X is the character code. For a happy face (character code 1), for example, we can specify our rendered text as "LOL [char-code 1]". We can provide our own equivalent for say phrases like so:

        To say happy face:
            say char-code 1.

    ...and this allows "LOL [happy face]".