NSX (QFont)
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= Structure = | = Structure = | ||
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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 | Key pair | ||
! width=83% bgcolor=#EEDFDF | Description | ! width=83% bgcolor=#EEDFDF | Description | ||
+ | | '''[qfont]''' | ||
+ | | Should be the first groups of file. | ||
|- | |- | ||
|'''type'''=''x'' | |'''type'''=''x'' | ||
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! width=6% bgcolor=#EEDFDF | VKey pairlue | ! width=6% bgcolor=#EEDFDF | VKey pairlue | ||
! width=83% bgcolor=#EEDFDF | Description | ! width=83% bgcolor=#EEDFDF | Description | ||
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|'''file'''=''path'' | |'''file'''=''path'' | ||
|Path to .OTF/.TTF font file. Could be relative to respath (if begins with ./) or absolute (from gamedir root). | |Path to .OTF/.TTF font file. Could be relative to respath (if begins with ./) or absolute (from gamedir root). |
Revision as of 08:34, 17 July 2012
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
Key pair | Description | [qfont] | Should be the first groups of file. |
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type=x | Type of font drawer, each of it has it's advantages and disadvantages:
Possible values:
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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 (i.e if font file is gfx/myfont.qfont, it's default resources directory will be gfx/myfont/). |
Freetype font face group
Attributes of font face for freetype font renderer.
VKey pairlue | Description | file=path | Path to .OTF/.TTF font file. Could be relative to respath (if begins with ./) or absolute (from gamedir root). |
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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 pair | Description |
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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. |