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After finding Mr. Do's tutorial on his site, I did a test of a couple fonts to see how well they would work. Apparently, this one (Segoe UI from Windows 7) came out the best. That, and I'm nuts about keeping things neat and tidy font-family-wise across my system. Anyways, I'm attaching it here.
This is my first submission: any thoughts?
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Re: New BDF Font: Segoe UI
[Re: Biafra Republic]
#237678 - 10/29/10 10:38 PM
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0.140u1 will let you use system fonts directly on Windows, no more bdfs required. The new default will be Tahoma (mainly because it is widely available and has a broad Unicode character set).
bdfs will still work, but you can save yourself the effort.
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Mr. Do |
MAME Art Editor
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Reged: 09/21/03
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Posts: 4876
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Loc: California
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Re: New BDF Font: Segoe UI
[Re: AaronGiles]
#237682 - 10/29/10 11:56 PM
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> 0.140u1 will let you use system fonts directly on Windows, no more bdfs required. The > new default will be Tahoma (mainly because it is widely available and has a broad > Unicode character set). > > bdfs will still work, but you can save yourself the effort.
Whoa...
Assuming Linux and Mac will still use BDF, though?
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RELAX and just have fun. Remember, it's all about the games.
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Re: New BDF Font: Segoe UI
[Re: AaronGiles]
#237686 - 10/30/10 02:35 AM
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> 0.140u1 will let you use system fonts directly on Windows, no more bdfs required. The > new default will be Tahoma (mainly because it is widely available and has a broad > Unicode character set). > > bdfs will still work, but you can save yourself the effort.
Considering that most Linux distributions don't have Tahoma built-in (though it is a dependency of wine on most Linux distros) I added this mainly as a public service to those users.
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Re: New BDF Font: Segoe UI
[Re: Mr. Do]
#237692 - 10/30/10 04:39 AM
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> Assuming Linux and Mac will still use BDF, though?
Yep, unless someone adds the equivalent OSD code to do what I do on Windows (which is basically demand-draw each character in an offscreen bitmap at high resolution and hand it back to the rendering engine).
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Re: New BDF Font: Segoe UI
[Re: Biafra Republic]
#237693 - 10/30/10 04:41 AM
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> Considering that most Linux distributions don't have Tahoma built-in
Doesn't matter because the OSD determines what your default font is. Since the Linux/Mac OSDs don't have support for system-rendered fonts (yet), they will use the existing system. If support is added in the future, whoever adds the support can select whichever font they believe is the most widely available for that system.
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Re: New BDF Font: Segoe UI
[Re: AaronGiles]
#237743 - 10/31/10 02:59 PM
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> 0.140u1 will let you use system fonts directly on Windows, no more bdfs required. The > new default will be Tahoma (mainly because it is widely available and has a broad > Unicode character set). > > bdfs will still work, but you can save yourself the effort.
How will one select the font to use? An ini option?
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Re: New BDF Font: Segoe UI
[Re: Robbbert]
#237775 - 10/31/10 11:56 PM
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mame -uifont "segoe ui"
(or put a uifont entry in the ini)
You can also specify a .bdf file with this option, so that you don't have to rename things to ui.bdf anymore.
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Re: New BDF Font: Segoe UI
[Re: AaronGiles]
#237787 - 11/01/10 05:17 AM
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> mame -uifont "segoe ui" > > (or put a uifont entry in the ini) > > You can also specify a .bdf file with this option, so that you don't have to rename > things to ui.bdf anymore.
Excellent! Thanks
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R. Belmont |
Cuckoo for IGAvania
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Re: New BDF Font: Segoe UI
[Re: AaronGiles]
#238104 - 11/05/10 05:30 PM
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> > Assuming Linux and Mac will still use BDF, though? > > Yep, unless someone adds the equivalent OSD code to do what I do on Windows (which is > basically demand-draw each character in an offscreen bitmap at high resolution and > hand it back to the rendering engine).
SDL_ttf really wants to draw the characters in 32-bit RGBA with alpha-channel anti-aliasing. The core disappoints it greatly ;-)
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Re: New BDF Font: Segoe UI
[Re: R. Belmont]
#238111 - 11/05/10 06:57 PM
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> > > Assuming Linux and Mac will still use BDF, though? > > > > Yep, unless someone adds the equivalent OSD code to do what I do on Windows (which > is > > basically demand-draw each character in an offscreen bitmap at high resolution and > > hand it back to the rendering engine). > > SDL_ttf really wants to draw the characters in 32-bit RGBA with alpha-channel > anti-aliasing. The core disappoints it greatly ;-)
Actually, that's how the final bitmaps should end up (well, all pixels should be RGB(0xff,0xff,0xff) with the alpha channel set for antialiasing. On Windows I just draw them really big (200px) into a B&W bitmap without antialiasing and let the core downscale them, but you could draw them smaller and provide the antialiasing yourself.
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