by Spike » Tue Apr 26, 2011 12:41 am
just for reference, the smallest regular size for windows etc fonts is 12 pixels high.
If you're running at 640*480 with a conwidh/height of 320*240, the mouse is probably going to be usable enough. If you're using a 1:1 ratio then yes, its a little tricky to select stuff. But it goes without saying that adding a mouse cursor doesn't mean you have to remove keyboard support. And there's no reason to prevent the menu from using absolute cursor positions so that it doesn't care whether the pointer is emulated or provided by the windowing system. If its running windowed, you're actually better off releasing the mouse cursor as soon as they hit the menus, because the user is acoustomed to their windows mouse sensitivity, along with its mouse acceleration.
An aside: HalfLife does mouse support within the clientside dll. Yes, really. GetCursorPos/SetCursorPos are called from the gamecode, with the engine telling the gamecode where the center of the window is. hideous. But its no barrier to mouse-driven menus. Just directly use the cursor pos and stop changing it. Job done.
the menucharset by Moon[Drunk] is 20*20, which matches the main menu graphics. Its primary use is of course changing what's said on those menus. Its not really intended for individual options. There's only 64 chars max, and its too tall for lots of options on the screen at once (the idea for it is somewhat derived from hexen2, tbh, which has a similar image as standard).
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