Subj : src/doors/termgfx/font.c font.h src/doors/termgfx/test/test_font.csrc/ To : Git commit to main/sbbs/master From : Rob Swindell (on Debian Linux) Date : Mon Aug 10 2026 21:30:27 https://gitlab.synchro.net/main/sbbs/-/commit/31c8041d2e4fae030806ed8d Added Files: src/doors/termgfx/font.c font.h src/doors/termgfx/test/test_font.c Modified Files: src/doors/termgfx/CMakeLists.txt src/doors/termgfx/test/CMakeLists.txt Log Message: termgfx: a bitmap font, so a door can caption its own pixels Text written to the terminal owns whole character cells. A cell carries a background colour and there is no "leave what is there" value for it -- not in cterm, not anywhere -- so a caption over a picture arrives as a rectangle of background with the caption in it. That is right for a status line on its own row and wrong for anything meant to float over a game. Drawing the glyphs as PIXELS sidesteps it: they land in the framebuffer with everything else, cost no character cells, and take a shadow so they stay readable crossing from sky to grass mid-word. Indexed rather than RGB, because a door's framebuffer holds palette indices -- and most termgfx doors already keep a light and a dark chrome entry, which makes a shadowed glyph cost no new registers at all. 5x7, uppercase, digits and the punctuation a game label actually uses. Lowercase folds rather than rendering blank, so a caller need not shout in its format strings. Five pixels leaves no room for descenders worth having, and a mixed-case font this small reads worse than clean capitals. Clipped per pixel: a caption running off the edge loses its tail rather than the door. Co-Authored-By: Claude Opus 5 (1M context) --- SBBSecho 3.37-Linux * Origin: Vertrauen - [vert/cvs/bbs].synchro.net (1:103/705) .