Hmm.
This would be rather extensive, and I see two parts in it:
Changing all relevant text factories to the higher fontsize.This is the easy part. This is probably best captured by a bit of code from the scaling chatUI:
- Code: Select all
public final void setbasesize(int basesize)
{
ChatUI.fnd = new RichText.Foundry(new ChatParser(TextAttribute.FAMILY, "SansSerif", TextAttribute.SIZE, basesize, TextAttribute.FOREGROUND, Color.BLACK));
ChatUI.qfnd = new Text.Foundry(new java.awt.Font("SansSerif", java.awt.Font.PLAIN, basesize+2), new java.awt.Color(192, 255, 192));
ChatUI.selw = 100+(basesize-12)*6;
TextEntryChannel.efnd = new Text.Foundry(new Font("SansSerif", Font.PLAIN, basesize), Color.BLACK);
this.c = this.base.add(0, -100-(basesize-12)*24);
this.resize(new Coord(this.sz.x,100+(basesize-12)*24));
this.chansel.nf = new Text.Foundry("SansSerif", basesize);
this.chansel.nfu = new Text.Foundry("SansSerif", basesize+2, Font.BOLD);
this.chansel.ymod = (basesize-12)*3;
this.chansel.rerender = true;
this.basesize = basesize;
}
I set all relevant text foundries to the larger basesize. Rather straightforward. Just do a project-wide search for text foundries and change as required.
Changing the resource files that contain textThis is probably the more extensive part of the thing. This would include changing the resources of e.g. window headers so that they can actually contain the larger text.
Probably not strictly required, but it is required if you want the client to look somewhat nice.