Hans de Goede wrote:
Bill Nottingham wrote:
Hans de Goede (j.w.r.degoede@xxxxxx) said:
So, maybe I'm insane, but if all you want is a sans bold, etc. font
- that
can't be more than about 20 lines of fontconfig code to look for a
match
for the 'sans' pattern and get a filename. That way:
- you don't have to hardcode any files
- you don't have to hardcode any requirements
Erm, yes and our mantra is upstream, and most of these apps are
portable (using SDL + SDL_ttf for example), how am I going to get
this upstream, last I checked there was no fontconfig under windows,
let alone on devices like the gp2x.
Really this is not a problem of the apps, people should stop thinking
about this as being a problem of the apps, there are just too many
apps doing this, this should be fixed centrally.
Let me try to understand:
You would rather:
- add 2000 more file entries to the metadata for everyone to download
on every
update
- manually track when files move and update all your packages
than:
- add and carry a ~20 line patch that absolves you from having to fix
your
packages when they change?
<sigh> (getting somwwhat tired of discussion.
Basicly: yes
Because:
-adding a Requires: /usr/share/fonts/foo/bar.ttf line to my package is
trivial
-font renames are rare
-even if font renames happen fixes is easy
-games were designed with a certain look and feel, depending on getting
that
exacy font, fontconfig is somewhat fuzzy with which font you'll get
I would like to point out again, that because games are designed for a specific
metric to fit within a surface in a pixel size the game developer chose to fit
within theme of the game scene... the package should be carrying the font as
game data.
The rest of the Fedora world should not care about that game carrying a minor
portion of data specifically chosen to work well with that game's rendering
engine within its own scenes. However, the rest of the Fedora world downloading
filelists due to some game packages not carrying a small font as game data seems
a bit excessive. The game essentially requires a font file (which it converts
to images on a surface) as game data; what rationale is there for it not being
game data just because it happens to exist elsewhere on the system in the same
format? The only benefit of that choice is a smaller game data package and
smaller installed size for those users who happen to install that game (are they
concerned about space while installing games?).
I know my opinion is just my own, but this seems backwards to me. If the game
is not using system font rendering it should be carrying the font as its own
data, just like the sprites and backgrounds it also no doubt has.
That said, Hans you don't have to respond I know you've already responded ('live
with it'). Still, it seems like a solution to significantly reduce bandwidth
used by not pulling filelists as often exists and is simple.
--
Andrew Farris <lordmorgul@xxxxxxxxx> www.lordmorgul.net
gpg 0xC99B1DF3 fingerprint CDEC 6FAD BA27 40DF 707E A2E0 F0F6 E622 C99B 1DF3
No one now has, and no one will ever again get, the big picture. - Daniel Geer
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