NSX (QFont)
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{| border="1" cellpadding="3" cellspacing="0" style="border-collapse: collapse; width:100%" | {| border="1" cellpadding="3" cellspacing="0" style="border-collapse: collapse; width:100%" | ||
− | + | ! width=6% bgcolor=#EEDFDF | Key pair | |
− | ! width=6% bgcolor=#EEDFDF | | + | |
! width=83% bgcolor=#EEDFDF | Description | ! width=83% bgcolor=#EEDFDF | Description | ||
|- | |- | ||
− | |type | + | |'''type'''=''x'' |
− | + | ||
|Type of font drawer, each of it has it's advantages and disadvantages: | |Type of font drawer, each of it has it's advantages and disadvantages: | ||
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* glyph - QuakeC glyph font renderer (each char is separate picture). | * glyph - QuakeC glyph font renderer (each char is separate picture). | ||
|- | |- | ||
− | |face | + | |'''face'''=''string'' |
− | + | ||
|Font face. For freetype and glyph font renderers this is name of group. For Ascii it's a path to conchars texture. | |Font face. For freetype and glyph font renderers this is name of group. For Ascii it's a path to conchars texture. | ||
|- | |- | ||
− | |brightness | + | |'''brightness'''=''value'' |
− | + | ||
|Floating point value of brightness scale. 1 is nothing, 0.1 is 10% etc. | |Floating point value of brightness scale. 1 is nothing, 0.1 is 10% etc. | ||
|- | |- | ||
− | |scale | + | |'''scale'''=''x'' ''y'' |
− | + | ||
|Two floating point values storing horizontal and vertical scale of font chars. | |Two floating point values storing horizontal and vertical scale of font chars. | ||
|- | |- | ||
− | |width | + | |'''width'''=''x'' |
− | + | ||
|X component of scale. | |X component of scale. | ||
|- | |- | ||
− | |height | + | |'''height'''=''y'' |
− | + | ||
|Y component of scale. | |Y component of scale. | ||
|- | |- | ||
− | |respath | + | |'''respath'''=''path'' |
− | + | ||
|Path to font resources. Could be relative (if begins with ./) or absolute (from gamedir). Default is subfolder named as font file. | |Path to font resources. Could be relative (if begins with ./) or absolute (from gamedir). Default is subfolder named as font file. | ||
|} | |} |
Revision as of 08:19, 17 July 2012
Contents |
Introduction
QFONT files are .NSX scripts that holds parameters for NetherMenu font draw module.
Example of .QFONT file contents:
[qfont] type=FT face=default brightness=0.8 width=1.2 [default] file=./big.ttf sizes=38 glyphs=abcdefghijklmnopqrttuvwxyz0123456789 r_shadow=0.8 r_shadowblur=1 r_shadowofs=0 0.5 0.5
Structure
[qfont] group
Should be the first groups of file, it sets font drawer and face group.
Key pair | Description |
---|---|
type=x | Type of font drawer, each of it has it's advantages and disadvantages:
Possible values:
|
face=string | Font face. For freetype and glyph font renderers this is name of group. For Ascii it's a path to conchars texture. |
brightness=value | Floating point value of brightness scale. 1 is nothing, 0.1 is 10% etc. |
scale=x y | Two floating point values storing horizontal and vertical scale of font chars. |
width=x | X component of scale. |
height=y | Y component of scale. |
respath=path | Path to font resources. Could be relative (if begins with ./) or absolute (from gamedir). Default is subfolder named as font file. |
Freetype font face group
Attributes of font face for freetype font renderer.
Key | Value | Description |
---|---|---|
file | path | Path to .OTF/.TTF font file. Could be relative to respath (if begins with ./) or absolute (from gamedir root). |
slot | slotname | Engine font slot. Used to replace fontmaps that was already initialized.
Darkplaces engine have this fixed slots: default, console, sbar, notify, chat, centerprint, infobar, menu, user0, user1, user2, user3, user4, user5, user6, user7. |
glyphs | string | Engine font slot. Used to replace fontmaps that was already initialized.
Engine will render font pages containing this string chars (others will be rendered on demand). |
r_antialias | 0/1 | Toggles antialiasing for font pages renderer. |
r_hinting | 0/1/2/3 | Toggles hinting for font pages renderer. 0 - no hinting, 1 - light autohintinh, 2 - full autohinting, 3 - full hinting. |
r_shadow | strength | Outline shadow strength (could be more than 1). |
r_shadowblur | strength | Outline shadow blur. |
r_shadowofs | x y z | Outline shadow offset. X and Y applied during rendering. Z is applied during blur. |
r_charcushion | x | Characters vertical offset in percents (1 - 100%, 0.1 - 10%). |
r_charscale | x | Characters uniform scale. |
Glyph font face group
Attributes of font face for glyph font renderer.
Key | Value | Description |
---|---|---|
respath | path | Absolute path that overrides default font resources path. |
glyph | variable | Value is a string of: picture kern left right codes code1 code2 codeX. Kern parmeter is optional. One pic may have many ASCII codes. |
Glyph vs Ascii vs Freetype
Reason all that groups exists is that all of them was maked for different tasks. Freetype is best at covering GUI's. ASCII is simple, and Glyph is versatile since it's purely QC-based.