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!FontEd/!Help
This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.
Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.
Tape/disk: | Home » Personal collection » Acorn hard disk » apps » FontEd |
Filename: | !FontEd/!Help |
Read OK: | ✔ |
File size: | 6AD3 bytes |
Load address: | 0000 |
Exec address: | 0000 |
File contents
> !FontEd.!Help version 0.29 The Font Editor -------------- The Font Editor can be invoked by double-clicking either on the Editor application itself or on a Font outline, bitmap or metrics file. Outline files contain the device-independent form of a font, as a series of straight lines and bezier curves, which when filled at an appropriate scale factor using the Draw module will draw the required characters. This technique is used by the new Font Manager, which caches the resulting bitmaps in order to speed up the process of painting the fonts. Bitmap files contain a single size of a font, produced on request by the editor from a master outline font file. The bitmaps are computed by drawing the outline font at the appropriate size into a set of bitmaps, which can then be manually 'tweaked' using the editor if desired before being compacted using a form of run-length encoding. Note that if no manual tweaking is performed, the only advantage of producing bitmap files is to speed up the process of font cacheing, since the Font Manager can itself perform the conversion from outline to bitmap fonts 'on the fly', as it reads in the font. In order to improve the appearance of the bitmap fonts, a set of 'scaffold lines' can be defined along with the character outlines, to which line endpoints can be linked. The purpose of these scaffold lines is to allow 'grid constraints' to be enforced when an outline character is converted to a bitmap form, using a technique based on an article in Siggraph '88 called 'Character Generation Under Grid Constraints' by Roger D. Hersch of the Swiss Federal Institute of Technology in Lausanne. The basic idea is to shift the positions of various parts of the character so that they line up in a consistent way with the pixel grid, so that horizontal and vertical lines of the same width will be drawn the same width, rather than having a variation of one pixel due to grid alignment problems. By creating a scaffold line which lines up with the horizontal or vertical section and linking the relevant points to the line, that section of the character will be adjusted when being converted to a bitmap so that the ideal number of pixel centres fall within the line. Apart from the 'normal' scaffold lines described above, there are two other kinds of scaffold lines known as L- and R-tangent lines, which are used to ensure that arcs positioned so as to avoid the drawing of 'pips' or long runs of horizontal or vertical pixels at the edges. An L-tangent line should be linked to an arc which bulges out to the left, while an R-tangent line should be used for arcs bulging out to the right. For arcs in the Y-plane, U- and D-tangent lines deal with arcs that bulge up or down respectively. The scaffolding mechanism is described in greater detail in a paper which is available separately from Acorn - since it requires various diagrams, it cannot adequately be reproduced here. If you are not familiar with Roger Hersch's article, I would recommend that you read this paper before continuing. The rest of this document deals with the various user interfaces to the editor - note that the Font Editor now supports interactive help, which is often easier to understand than a document. To use interactive help, double click on the !Help application and then watch the help text as you move the mouse over the font editor's windows. The Iconbar icon ---------------- Click SELECT on the IconBar icon to create a new (blank) font index window. Click MENU to obtain the menu, which has an info box and a 'Quit' option. Alternatively double-click on a font file or drag it onto the iconbar icon to edit it. When a font file (outlines or bitmaps) is loaded, a file called "IntMetrics" is searched for in the same directory as the font file - if found, it is loaded as the metrics file for the font. When a font file is loaded, it is automatically checked for conformance with the font file format, and if it does not correspond, a suitable error message is generated and the file is not loaded. If required, the checking step can be omitted by holding down the control key as the file is loaded. This checking facility makes the font editor useful for verifying that fonts generated by other means are valid. The Font Index window --------------------- When a font is loaded, a 'Font Index' window appears, which contains the name of the font, and whether it is an outline or bitmap font. For bitmap fonts, the point size and device resolution is displayed. Characters which are defined will be displayed in black, while those with no definition are displayed in grey. The index will then start to fill up with the actual shapes of the characters - this process is done in the 'background', so that you can immediately start editing any of the characters if you wish, without having to wait for it to be displayed. For outline fonts: Double-clicking SELECT on a character will display its 'Skeleton' window, containing the outline of the character and its scaffold lines. Double-clicking ADJUST on a character will display its 'full' window, which shows what the character would look like at a particular size. This size depends on the height of the window, so by dragging the size box you can see immediately what the character will look like at a given size. Dragging a character with SELECT onto another character box will copy the first character's definition into the other's, overwriting it. If you drag a character from the font index window onto Draw or a directory window, the character outline is converted to a DrawFile object. Dragging a character with ADJUST onto another character box, or onto its skeleton window, will cause the destination character to use the source character as the 'base' character for its scaffold lines. Each scaffold line in a character has a unique index in the range 1..7, and any scaffold lines in the source character which have no equivalent line in the destination character will be inherited by it. Note that such lines are actually equivalent, rather than being copies - if either line is moved, the other will be affected. Note that the destination character can subsequently acquire new lines in addition to or instead of lines in the source, but that new lines added in the source character will not appear in the destination unless the 'add global line' facility is used, or the source character is again dragged onto the destination. Dragging a character with SELECT into any Skeleton window will cause the character's outline to be displayed in grey as a 'template' in the window - this allows different characters to be compared. Dragging a character with SHIFT-select into another character box or skeleton window will import that character as a composite character segment. This segment is a direct link to the original character, and so the use of composite sections can dramatically reduce the memory requirements of a font. For example, to create a Udieresis (U umlaut): double-click on the Udieresis box to create a null character shift-drag the U onto the Udieresis box shift-drag the dieresis onto the Udieresis box It is also possible (and often necessary) to adjust the position of a composite section after it has been imported. See the section about the Skeleton window for further details. Note that any changes subsequently made to the included character will affect the character in which it is included, so you should be sure to get the character right before you include it in another one. Note that when a character is imported into another in this way, only the 'local' section of the character is imported - any composite sections in the first character are not imported. This allows, for example, the accented lower-case i's to be constructed without the need for a separate dotless i, since the first accented i can be produced with a local dotless section and an imported accent, and this character can then be included in the others to produce further dotless i sections. Dragging a character with CTRL-select onto another character that already contains that character as a composite section will cause the composite section to be removed. For bitmap fonts: Double-clicking SELECT on a character will open its 'Bitmap window', showing an enlarged view of the characters definition, with the original outline displayed on top if available (see below). Outline font menu: Redisplay - causes the font to be rescanned, so that all characters will be recomputed to suit the curent screen mode's resolution. For example, if you loaded a font while in mode 12, then changed to mode 20, the characters in the font index would still be displayed at the old resolution. By selecting 'Redisplay', you could force the Font Editor to make the characters look better. Show tree - displays a tree of the character definitions, showing which characters inherit scaffold lines from which others. The characters on the left are the 'parents' of the characters connected to the right of them. When a scaffold line is selected in a skeleton window all characters which contain that line are displayed in red, both in the tree and any relevant font index windows (including bitmap fonts which depend on that outline font). Alter - allows various aspects of the font file to be altered: Font name - note that in a finished font, the font name must correspond with the directory (relative to Font$Prefix) in which it resides. Also note that the font name displayed in the window reflects that in the Outlines file, not the IntMetrics file. If the metrics of the font are saved, the IntMetrics file will have this font name written into it, and it is this file which must contain the correct font name (to get the Font Manager to cache the font correctly). Design size - this number reflects the number of "design units" that correspond to 1 "em". For example, if D is the design size of a font, and this is then rendered at 12 point, then the outlines will be scaled so that D design units equals 12 points. Note that coordinates are 12 bit sign-extended, so they must be in the range -2048 to 2047, and must be integers. A suitable value for the design size is about 500. If the design size of a font is made smaller, the characters will be rendered larger for a given point size, while if the design size is increased, the characters will be rendered smaller for a given point size. Skeleton - this number is the threshold pixel size below which skeleton lines will be drawn - above this they are ignored. See below for an explanation of what skeleton lines are. The "pixel size" of a font at a given size is the number of pixels per em, eg. for a 12 point font rendered on a device with a resolution of 90 dots per inch the pixels per em is 12 * 90 / 72 (since there are 72 points per inch). Format - this controls the format of the font file. You should always use version 6, since version 7 cannot be understood by the current font manager. Save - clicking on Save will save the font and its metrics (if any) under its old name, or alternatively you can click on Save=>Outlines or Save=>Metrics to save only that file, or you can edit either filename and press RETURN or drag the file into a directory. Make bitmap - you can select the settings of point size and dots per inch by typing into the writeable fields - SHIFT-cursor moves between fields, or RETURN moves you to the next one and activates the operation if you are already in the last field. A new Font Index window will appear for the bitmap font, which will start to fill up as the characters are computed from the outlines. Debug - this is for debugging purposes and should not be used. Bitmap font menu: Save - allows the font file to be saved. Note that this option is greyed out if the outline font has not yet been turned into bitmaps (this is done in the background), since the file data depends on the bitmap information. The Skeleton window ------------------- The skeleton window shows a character's outline definition, including endpoints of lines and any scaffold lines. It can also show the outline of one other character as a 'template', if you drag the relevant character from its font index window into the skeleton window (see above). Note that when editing the contents of the skeleton window (either the character outline or any scaffold lines), any other windows which depend on the skeleton (eg. Full char windows or bitmaps) will be automatically updated as well. In particular, this means that if a bitmap has been hand-tuned since it ws computed from its outline, altering the outline will cause the bitmap to be recomputed, overwriting the hand-tuning. The character outline is converted to a bitmap by filling all closed subpaths using the Draw module (with even-odd window number rule, filling interior and interior boundary pixels), and thin-stroking all open subpaths (known as skeleton lines). In the 'Full char' window, the thin-stroking is drawn first in red, and the filling is done over the top in black, so that it is immediately apperent when the thin-stroking makes any difference to the appearance. The idea is that for diagonal lines and thin curves, the thin-stroking acts as a kind of 'insurance' against the line disappearing altogether at small sizes - one should put an open subpath down the centre of the line. The font has a threshold pixel size above which the open subpaths are ignored completely, since they are likely to have no effect at large sizes. This threshold can be changed using the menu option Alter=>Skeleton. While no scaffold lines are selected: Clicking SELECT or ADJUST on a line segment selects that line, deselecting any other. The line is displayed in light blue, with the control points displayed in red. Clicking SELECT not on a line deselects any selected line. If there are more than one included composite section, this also selects the next one in the list. This means that you can use the cursor keys to move that section around within the character. Dragging SELECT creates a new straight line segment: if the mouse was originally over another point, the line segment is connected to it, and if this was already a 2-node, the new line is linked in between the point and the selected line (so you can choose which side of the point to insert the line). Dragging ADJUST over a point moves that point. For a Bezier curve, dragging an endpoint moves both control points which are attached to that point by the same amount, thus preserving the angle of the tangent, while dragging either 'control point' of a straight line segment converts it to a Bezier curve. When dragging a point using SELECT or ADJUST, when the point is released, the Font Editor checks to see if the point is sufficiently close to an endpoint - if it is, and the endpoint is a 1-node, then it connects the dragged point precisely to the other one, and 'beeps' to show that it has done it. This has one important side-effect when drawing open subpaths which are to act as thin-stroked 'skeletons' - for example, when doing the skeleton for an 'O'. The problem is that one wants the first point in the path to coincide with the last, without actually being connected to it. The solution is to proceed normally, allowing the Font Editor to connect the first and last points together. You can then press and release SELECT on the final point, holding it down long enough to register as a drag operation. This will cause a zero-length straight line to be inserted between the first and last points in the skeleton - since it is also selected, one can now select 'Delete' from the menu (see below) to remove the line and achieve the desired open subpath. Clicking on a scaffold line's control point selects that line: When a scaffold line is selected, all characters which contain that line are displayed in red in the Font Index window. This provides a quick check as to which characters would be affected by moving the line. In the skeleton window, any points connected to that line are displayed in red. You can connect more points to the line by clicking on them using SELECT, or by dragging a rectangle over a group of points and releasing it. Note that Bezier curve control points are always linked to the same scaffold line as their nearest endpoint, and that any endpoint is linked to one X-scaffold and one Y-scaffold line (line 0 is the null line, see 'Disconnect' below). You can also link any other scaffold line to the selected one by pressing SHIFT-select on its control blob. When rendering the character, this causes the position of the linked line to be adjusted by the movement caused by the selected line, before the movement of the linked line is itself computed. Any lines linked to the selected line have their control blobs displayed in red, and if the selected line is linked to another line, that line's control blobs are displayed in dark green, as opposed to light green. Typically one would use this feature on character baselines, where the straight-bottomed and curve-bottomed characters are linked to different grid lines, but one of the grid lines is linked to the other, to ensure that they move in a consistent manner. One would normally also link the upper serif line of a font to the baseline serif line, so that the height of the font is kept close to the ideal value. Pressing CTRL-select on a scaffold line links it linearly between the selected scaffold line and its parent. For example, for a captital 'E', one would first link the top stem H-scaffold line to the bottom stem H-scaffold line, and would then select the top stem scaffold line and click CTRL-select on the middle stem H-scaffold line to link it linearly between the other two. When the character is rendered, the top and bottom stems are first adjusted to fit the grid, and then the middle line is adjusted to restore the original proportions of the sections above and below this line before that line is itself fitted to the grid. This ensures that if the upper portion of the 'E' is meant to be slightly smaller than the lower section, the final bitmap character will always have the upper section smaller than or equal to the lower section. You can drag any scaffold line using the SELECT or ADJUST buttons - any other characters containing a reference to the line are also affected. Clicking SELECT on the window background will only deselect the scaffold line if SHIFT is pressed (this is to allow SELECT-drag to drag a rectangle over a set of points without deselecting the scaffold line). Pressing Escape will also deselect any selected scaffold line. Skeleton menu: Delete - deletes the selected line (straight line or Bezier curve) or scaffold line, depending on which is selected at the time - note that selecting a scaffold line automatically deselects any selected line. Straighten - straightens the selected Bezier curve, if any (ie. turns it back into a straight line segment). Scaffold - various options dealing with scaffold lines, listed under 'Scaffold menu' below. Display - the submenu allows various artifacts in the skeleton window to be displayed or not as required: Pointer - if not ticked, the pointer is removed whenever a drag commences, and is restored afterwards. Coords - if ticked, the coordinates of a point (in design units) are displayed as it is dragged. Width - if ticked, the character's origin and width are displayed. If no metrics file is loaded, all characters have width 0 (the origin is displayed as a cross). Char BBox - if ticked, the character's current bounding box is displayed in red. Orig BBox - if ticked, the character's "original" bounding box (ie. that specified by the metrics file) is displayed. This does not change if the character is edited - only if the metrics file is reloaded. Font BBox - if ticked, the font bounding box is displayed, with two horizontal lines showing the height of one em (in design units, the distance between these two lines is the design size of the font). Note that the font bbox is not updated until the font is saved or reloaded. Bitmap - if ticked, then any bitmap dragged into the skeleton window will be displayed at its current scaling and orientation. Normally the bitmap would be made invisible to allow the outline to be inspected. Handles - if ticked, then if there is a bitmap in this window then a red box will be drawn round it with 8 'handles' to allow its size and orientation to be altered. Note that if the handles are displayed, dragging SELECT inside the area covered by the bitmap will cause it to be moved - to draw lines over the bitmap, the handles must be made invisible. Full char - this allows another way of getting hold of the 'full char' window, instead of double-clicking ADJUST on the Font Index window. Zoom - this allows the size of the character display to be changed. If the 'variable' box is ticked, then the displayed chacter size depends on the height of the window, otherwise the numbers in the writeable fields determine the scale factors. In multisync or VGA modes (modes 20 and 27), a ratio of 2:1 gives an exact corespondence between design units and pixels on the screen (useful when lining up scaffold lines). Scaffold menu: New local - this allows a new local scaffold line to be created, subject to the restriction that any one character can have at most 7 vertical and 7 horizontal lines. The line will only exist in the current character, but if an ADJUST drag operation is subsequently made which causes another character to use this character as a base, the line will be inherited by the new character. New global - this is similar to the previous operation, except that the new line is propagated along all children of the character (ie. all those which use it as a base, and all their children) immediately inherit the line. This operation is only allowed if a line index can be found which is free in the current character and all its children. Replace - if a scaffold line is selected, this operation can be used to override it with a new local line. Any children of the character which contained the old line will have it replaced by the new line. The above three options share the same submenu, which is used to select the type of scaffold line required. These options will be shaded if the appropriate line type cannot be selected, eg. if there are no more scaffold lines allowed in that direction, or if you are trying to replace a line you can only replace it with one in the same direction (X or Y). H-scaffold for horizontal stems (eg. middle of 'A') U-tangent for upward-facing arcs (eg. top of 'C') D-tangent for downward-facing arcs (eg. bottom of 'U') V-scaffold for vertical stems (eg. left of 'b') L-tangent for left-facing arcs (eg. left of 'C') R-tangent for right-facing arcs (eg. right of 'D') Undelete - this option is used to restore a line from a parent character in its child if that line has been deleted or replaced in the child. To use it, you should select the line in the parent that you want to put back in the child, then click MENU in the child and choose Scaffold=>Undelete. If the line had been replaced by another line in the child, this will be replaced by the parent line, including any inheritances of that line in children of the child(!). Disconnect - if there is a selected scaffold line, this will attach all points currently connected to the selected line to line 0 (ie. no line). Note that this only affects the scaffolding in the direction of the selected line, so if an H/U/D-scaffold line was selected, the V/L/R-scaffold connections of the points would be unaffected. Skeleton keys (sic): When the mouse is clicked in a skeleton window, it grabs the caret (its window border lights up), wich allows various keyboard speedups to operate: f9 is equivalent to 'Scaffold=>Disconnect' on the menu Escape deselects the current line / scaffold line cursor keys while dragging, move the pointer by one pixel. cursor keys while not dragging, and a scaffold line is selected, all points connected to that line are moved by 1 design unit in the appropriate direction. cursor keys while not dragging, and no scaffold line is selected, and there is a composite character segment, this segment will be moved by 1 design units in the appropriate direction. If there is more than one composite section, clicking SELECT in the window will select the next section for movement. SHIFT-cursor as for cursor keys, but move by 4 design units CTRL-cursor as for cursor keys, but move by 16 design units Bitmap window ------------- Clicking or dragging SELECT in the bitmap will set the pixel under the mouse pointer to black. Clicking or dragging ADJUST in the bitmap will clear the pixel under the mouse pointer to white. Bitmap menu: Rectangles - if this is ticked, a rectangular grid will be displayed over the character. Selecting this option toggles the state. Diamonds - if this is ticked, a diamond grid will be displayed over the character. This is useful when assessing whether a pixel will be filled by the 'thin stroke' parts of the character outline, since the stroking algorithm will fill a pixel if the line goes through the diamond shape inscribed in the pixel. Flatness - the flatness parameter passed to the draw module when making the bitmap can be altered using this option. If 'flatness' is ticked, the character outline displayed over the top of the bitmap will be tweaked to show how the path was actually flattened by the Draw module, and how the scaffolding has affected the outline. Origin - this can be used to alter the position of the character origin within the pixel grid, and should not normally be used (it is for experimentation purposes). Note that if the outline font that this bitmap font is derived from is loaded in the editor, the outlines will be displayed over the bitmaps, and the effect of altering scaffold lines or outlines will be reflected immediately in the bitmap windows. This is a very good way of seeing how the scaffolding process works.
00000000 3e 20 21 46 6f 6e 74 45 64 2e 21 48 65 6c 70 20 |> !FontEd.!Help | 00000010 76 65 72 73 69 6f 6e 20 30 2e 32 39 0a 0a 54 68 |version 0.29..Th| 00000020 65 20 46 6f 6e 74 20 45 64 69 74 6f 72 0a 2d 2d |e Font Editor.--| 00000030 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 2d 0a 0a 54 68 |------------..Th| 00000040 65 20 46 6f 6e 74 20 45 64 69 74 6f 72 20 63 61 |e Font Editor ca| 00000050 6e 20 62 65 20 69 6e 76 6f 6b 65 64 20 62 79 20 |n be invoked by | 00000060 64 6f 75 62 6c 65 2d 63 6c 69 63 6b 69 6e 67 20 |double-clicking | 00000070 65 69 74 68 65 72 20 6f 6e 20 74 68 65 20 45 64 |either on the Ed| 00000080 69 74 6f 72 0a 61 70 70 6c 69 63 61 74 69 6f 6e |itor.application| 00000090 20 69 74 73 65 6c 66 20 6f 72 20 6f 6e 20 61 20 | itself or on a | 000000a0 46 6f 6e 74 20 6f 75 74 6c 69 6e 65 2c 20 62 69 |Font outline, bi| 000000b0 74 6d 61 70 20 6f 72 20 6d 65 74 72 69 63 73 20 |tmap or metrics | 000000c0 66 69 6c 65 2e 0a 0a 4f 75 74 6c 69 6e 65 20 66 |file...Outline f| 000000d0 69 6c 65 73 20 63 6f 6e 74 61 69 6e 20 74 68 65 |iles contain the| 000000e0 20 64 65 76 69 63 65 2d 69 6e 64 65 70 65 6e 64 | device-independ| 000000f0 65 6e 74 20 66 6f 72 6d 20 6f 66 20 61 20 66 6f |ent form of a fo| 00000100 6e 74 2c 20 61 73 20 61 20 73 65 72 69 65 73 20 |nt, as a series | 00000110 6f 66 0a 73 74 72 61 69 67 68 74 20 6c 69 6e 65 |of.straight line| 00000120 73 20 61 6e 64 20 62 65 7a 69 65 72 20 63 75 72 |s and bezier cur| 00000130 76 65 73 2c 20 77 68 69 63 68 20 77 68 65 6e 20 |ves, which when | 00000140 66 69 6c 6c 65 64 20 61 74 20 61 6e 20 61 70 70 |filled at an app| 00000150 72 6f 70 72 69 61 74 65 20 73 63 61 6c 65 0a 66 |ropriate scale.f| 00000160 61 63 74 6f 72 20 75 73 69 6e 67 20 74 68 65 20 |actor using the | 00000170 44 72 61 77 20 6d 6f 64 75 6c 65 20 77 69 6c 6c |Draw module will| 00000180 20 64 72 61 77 20 74 68 65 20 72 65 71 75 69 72 | draw the requir| 00000190 65 64 20 63 68 61 72 61 63 74 65 72 73 2e 20 20 |ed characters. | 000001a0 54 68 69 73 0a 74 65 63 68 6e 69 71 75 65 20 69 |This.technique i| 000001b0 73 20 75 73 65 64 20 62 79 20 74 68 65 20 6e 65 |s used by the ne| 000001c0 77 20 46 6f 6e 74 20 4d 61 6e 61 67 65 72 2c 20 |w Font Manager, | 000001d0 77 68 69 63 68 20 63 61 63 68 65 73 20 74 68 65 |which caches the| 000001e0 20 72 65 73 75 6c 74 69 6e 67 0a 62 69 74 6d 61 | resulting.bitma| 000001f0 70 73 20 69 6e 20 6f 72 64 65 72 20 74 6f 20 73 |ps in order to s| 00000200 70 65 65 64 20 75 70 20 74 68 65 20 70 72 6f 63 |peed up the proc| 00000210 65 73 73 20 6f 66 20 70 61 69 6e 74 69 6e 67 20 |ess of painting | 00000220 74 68 65 20 66 6f 6e 74 73 2e 0a 0a 42 69 74 6d |the fonts...Bitm| 00000230 61 70 20 66 69 6c 65 73 20 63 6f 6e 74 61 69 6e |ap files contain| 00000240 20 61 20 73 69 6e 67 6c 65 20 73 69 7a 65 20 6f | a single size o| 00000250 66 20 61 20 66 6f 6e 74 2c 20 70 72 6f 64 75 63 |f a font, produc| 00000260 65 64 20 6f 6e 20 72 65 71 75 65 73 74 20 62 79 |ed on request by| 00000270 20 74 68 65 0a 65 64 69 74 6f 72 20 66 72 6f 6d | the.editor from| 00000280 20 61 20 6d 61 73 74 65 72 20 6f 75 74 6c 69 6e | a master outlin| 00000290 65 20 66 6f 6e 74 20 66 69 6c 65 2e 20 20 54 68 |e font file. 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Hersch of th| 00000640 65 0a 53 77 69 73 73 20 46 65 64 65 72 61 6c 20 |e.Swiss Federal | 00000650 49 6e 73 74 69 74 75 74 65 20 6f 66 20 54 65 63 |Institute of Tec| 00000660 68 6e 6f 6c 6f 67 79 20 69 6e 20 4c 61 75 73 61 |hnology in Lausa| 00000670 6e 6e 65 2e 0a 0a 54 68 65 20 62 61 73 69 63 20 |nne...The basic | 00000680 69 64 65 61 20 69 73 20 74 6f 20 73 68 69 66 74 |idea is to shift| 00000690 20 74 68 65 20 70 6f 73 69 74 69 6f 6e 73 20 6f | the positions o| 000006a0 66 20 76 61 72 69 6f 75 73 20 70 61 72 74 73 20 |f various parts | 000006b0 6f 66 20 74 68 65 20 63 68 61 72 61 63 74 65 72 |of the character| 000006c0 0a 73 6f 20 74 68 61 74 20 74 68 65 79 20 6c 69 |.so that they li| 000006d0 6e 65 20 75 70 20 69 6e 20 61 20 63 6f 6e 73 69 |ne up in a consi| 000006e0 73 74 65 6e 74 20 77 61 79 20 77 69 74 68 20 74 |stent way with t| 000006f0 68 65 20 70 69 78 65 6c 20 67 72 69 64 2c 20 73 |he pixel grid, s| 00000700 6f 20 74 68 61 74 0a 68 6f 72 69 7a 6f 6e 74 61 |o that.horizonta| 00000710 6c 20 61 6e 64 20 76 65 72 74 69 63 61 6c 20 6c |l and vertical l| 00000720 69 6e 65 73 20 6f 66 20 74 68 65 20 73 61 6d 65 |ines of the same| 00000730 20 77 69 64 74 68 20 77 69 6c 6c 20 62 65 20 64 | width will be d| 00000740 72 61 77 6e 20 74 68 65 20 73 61 6d 65 0a 77 69 |rawn the same.wi| 00000750 64 74 68 2c 20 72 61 74 68 65 72 20 74 68 61 6e |dth, rather than| 00000760 20 68 61 76 69 6e 67 20 61 20 76 61 72 69 61 74 | having a variat| 00000770 69 6f 6e 20 6f 66 20 6f 6e 65 20 70 69 78 65 6c |ion of one pixel| 00000780 20 64 75 65 20 74 6f 20 67 72 69 64 20 61 6c 69 | due to grid ali| 00000790 67 6e 6d 65 6e 74 0a 70 72 6f 62 6c 65 6d 73 2e |gnment.problems.| 000007a0 20 20 42 79 20 63 72 65 61 74 69 6e 67 20 61 20 | By creating a | 000007b0 73 63 61 66 66 6f 6c 64 20 6c 69 6e 65 20 77 68 |scaffold line wh| 000007c0 69 63 68 20 6c 69 6e 65 73 20 75 70 20 77 69 74 |ich lines up wit| 000007d0 68 20 74 68 65 20 68 6f 72 69 7a 6f 6e 74 61 6c |h the horizontal| 000007e0 20 6f 72 0a 76 65 72 74 69 63 61 6c 20 73 65 63 | or.vertical sec| 000007f0 74 69 6f 6e 20 61 6e 64 20 6c 69 6e 6b 69 6e 67 |tion and linking| 00000800 20 74 68 65 20 72 65 6c 65 76 61 6e 74 20 70 6f | the relevant po| 00000810 69 6e 74 73 20 74 6f 20 74 68 65 20 6c 69 6e 65 |ints to the line| 00000820 2c 20 74 68 61 74 20 73 65 63 74 69 6f 6e 0a 6f |, that section.o| 00000830 66 20 74 68 65 20 63 68 61 72 61 63 74 65 72 20 |f the character | 00000840 77 69 6c 6c 20 62 65 20 61 64 6a 75 73 74 65 64 |will be adjusted| 00000850 20 77 68 65 6e 20 62 65 69 6e 67 20 63 6f 6e 76 | when being conv| 00000860 65 72 74 65 64 20 74 6f 20 61 20 62 69 74 6d 61 |erted to a bitma| 00000870 70 20 73 6f 20 74 68 61 74 0a 74 68 65 20 69 64 |p so that.the id| 00000880 65 61 6c 20 6e 75 6d 62 65 72 20 6f 66 20 70 69 |eal number of pi| 00000890 78 65 6c 20 63 65 6e 74 72 65 73 20 66 61 6c 6c |xel centres fall| 000008a0 20 77 69 74 68 69 6e 20 74 68 65 20 6c 69 6e 65 | within the line| 000008b0 2e 0a 0a 41 70 61 72 74 20 66 72 6f 6d 20 74 68 |...Apart from th| 000008c0 65 20 27 6e 6f 72 6d 61 6c 27 20 73 63 61 66 66 |e 'normal' scaff| 000008d0 6f 6c 64 20 6c 69 6e 65 73 20 64 65 73 63 72 69 |old lines descri| 000008e0 62 65 64 20 61 62 6f 76 65 2c 20 74 68 65 72 65 |bed above, there| 000008f0 20 61 72 65 20 74 77 6f 20 6f 74 68 65 72 0a 6b | are two other.k| 00000900 69 6e 64 73 20 6f 66 20 73 63 61 66 66 6f 6c 64 |inds of scaffold| 00000910 20 6c 69 6e 65 73 20 6b 6e 6f 77 6e 20 61 73 20 | lines known as | 00000920 4c 2d 20 61 6e 64 20 52 2d 74 61 6e 67 65 6e 74 |L- and R-tangent| 00000930 20 6c 69 6e 65 73 2c 20 77 68 69 63 68 20 61 72 | lines, which ar| 00000940 65 20 75 73 65 64 20 74 6f 0a 65 6e 73 75 72 65 |e used to.ensure| 00000950 20 74 68 61 74 20 61 72 63 73 20 70 6f 73 69 74 | that arcs posit| 00000960 69 6f 6e 65 64 20 73 6f 20 61 73 20 74 6f 20 61 |ioned so as to a| 00000970 76 6f 69 64 20 74 68 65 20 64 72 61 77 69 6e 67 |void the drawing| 00000980 20 6f 66 20 27 70 69 70 73 27 20 6f 72 20 6c 6f | of 'pips' or lo| 00000990 6e 67 0a 72 75 6e 73 20 6f 66 20 68 6f 72 69 7a |ng.runs of horiz| 000009a0 6f 6e 74 61 6c 20 6f 72 20 76 65 72 74 69 63 61 |ontal or vertica| 000009b0 6c 20 70 69 78 65 6c 73 20 61 74 20 74 68 65 20 |l pixels at the | 000009c0 65 64 67 65 73 2e 20 20 41 6e 20 4c 2d 74 61 6e |edges. An L-tan| 000009d0 67 65 6e 74 20 6c 69 6e 65 0a 73 68 6f 75 6c 64 |gent line.should| 000009e0 20 62 65 20 6c 69 6e 6b 65 64 20 74 6f 20 61 6e | be linked to an| 000009f0 20 61 72 63 20 77 68 69 63 68 20 62 75 6c 67 65 | arc which bulge| 00000a00 73 20 6f 75 74 20 74 6f 20 74 68 65 20 6c 65 66 |s out to the lef| 00000a10 74 2c 20 77 68 69 6c 65 20 61 6e 20 52 2d 74 61 |t, while an R-ta| 00000a20 6e 67 65 6e 74 0a 6c 69 6e 65 20 73 68 6f 75 6c |ngent.line shoul| 00000a30 64 20 62 65 20 75 73 65 64 20 66 6f 72 20 61 72 |d be used for ar| 00000a40 63 73 20 62 75 6c 67 69 6e 67 20 6f 75 74 20 74 |cs bulging out t| 00000a50 6f 20 74 68 65 20 72 69 67 68 74 2e 20 20 46 6f |o the right. 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Origin| 000068f0 20 2d 20 74 68 69 73 20 63 61 6e 20 62 65 20 75 | - this can be u| 00006900 73 65 64 20 74 6f 20 61 6c 74 65 72 20 74 68 65 |sed to alter the| 00006910 20 70 6f 73 69 74 69 6f 6e 20 6f 66 20 74 68 65 | position of the| 00006920 20 63 68 61 72 61 63 74 65 72 20 6f 72 69 67 69 | character origi| 00006930 6e 0a 20 20 77 69 74 68 69 6e 20 74 68 65 20 70 |n. within the p| 00006940 69 78 65 6c 20 67 72 69 64 2c 20 61 6e 64 20 73 |ixel grid, and s| 00006950 68 6f 75 6c 64 20 6e 6f 74 20 6e 6f 72 6d 61 6c |hould not normal| 00006960 6c 79 20 62 65 20 75 73 65 64 20 28 69 74 20 69 |ly be used (it i| 00006970 73 20 66 6f 72 0a 20 20 65 78 70 65 72 69 6d 65 |s for. experime| 00006980 6e 74 61 74 69 6f 6e 20 70 75 72 70 6f 73 65 73 |ntation purposes| 00006990 29 2e 0a 0a 4e 6f 74 65 20 74 68 61 74 20 69 66 |)...Note that if| 000069a0 20 74 68 65 20 6f 75 74 6c 69 6e 65 20 66 6f 6e | the outline fon| 000069b0 74 20 74 68 61 74 20 74 68 69 73 20 62 69 74 6d |t that this bitm| 000069c0 61 70 20 66 6f 6e 74 20 69 73 20 64 65 72 69 76 |ap font is deriv| 000069d0 65 64 20 66 72 6f 6d 20 69 73 0a 6c 6f 61 64 65 |ed from is.loade| 000069e0 64 20 69 6e 20 74 68 65 20 65 64 69 74 6f 72 2c |d in the editor,| 000069f0 20 74 68 65 20 6f 75 74 6c 69 6e 65 73 20 77 69 | the outlines wi| 00006a00 6c 6c 20 62 65 20 64 69 73 70 6c 61 79 65 64 20 |ll be displayed | 00006a10 6f 76 65 72 20 74 68 65 20 62 69 74 6d 61 70 73 |over the bitmaps| 00006a20 2c 20 61 6e 64 0a 74 68 65 20 65 66 66 65 63 74 |, and.the effect| 00006a30 20 6f 66 20 61 6c 74 65 72 69 6e 67 20 73 63 61 | of altering sca| 00006a40 66 66 6f 6c 64 20 6c 69 6e 65 73 20 6f 72 20 6f |ffold lines or o| 00006a50 75 74 6c 69 6e 65 73 20 77 69 6c 6c 20 62 65 20 |utlines will be | 00006a60 72 65 66 6c 65 63 74 65 64 0a 69 6d 6d 65 64 69 |reflected.immedi| 00006a70 61 74 65 6c 79 20 69 6e 20 74 68 65 20 62 69 74 |ately in the bit| 00006a80 6d 61 70 20 77 69 6e 64 6f 77 73 2e 20 20 54 68 |map windows. Th| 00006a90 69 73 20 69 73 20 61 20 76 65 72 79 20 67 6f 6f |is is a very goo| 00006aa0 64 20 77 61 79 20 6f 66 20 73 65 65 69 6e 67 20 |d way of seeing | 00006ab0 68 6f 77 0a 74 68 65 20 73 63 61 66 66 6f 6c 64 |how.the scaffold| 00006ac0 69 6e 67 20 70 72 6f 63 65 73 73 20 77 6f 72 6b |ing process work| 00006ad0 73 2e 0a |s..| 00006ad3