How to change font and text size in gw basic? - basic

How to change font and text size in gw basic?Is there a way to do it?

You can use SCREEN command to some extent.
Give it a try here

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Display text in a specified rectangle with directwrite

I want to display text with directwrite in a specified rectangle and with a specified font size, the text outside the rect should be cutted off.
By searching I found something about CreateTextLayout but it looked like it isn't possible to define the font size with it.
Thanks for answers.
It's not something DirectWrite is responsible for, unless you're using IDWriteBitmapRenderTarget. If you're using DrawText/DrawTextLayout from Direct2D you simply need to use D2D1_DRAW_TEXT_OPTIONS_CLIP option. If you are using DirectWrite bitmap target, it's enough to set target size to layout size, or to blit layout size portion to your destination context.
There is IDWriteTextFormat::SetTrimming(). When applied (with SetTrimming(&DWRITE_TRIMMING{DWRITE_TRIMMING_GRANULARITY_CHARACTER,0,0}, nullptr);), overflowing characters [glyph clusters?] and lines are omitted.

QB64 Console/Display Font Size

I am tutoring someone in my high school in QBasic and the QB64 font is really small making it difficult to edit it. How can I change the font?
In the IDE the font can be changed in options (Alt-O) in the Display settings.
Go to option section in top row:
Select display in down arrow
increase the size in pixels: 30
Note: size in pixes may differ from size of monitor so choose as per your display screen

How to change the font size of J2ME command text?

I want to reduce the font size of the Command text. How to achieve that ?
MIDP 2 has no API that would allow to reduce the font size of the lcdui Command text (label).
Full list of available methods is provided in lcdui Command API documentation - one can easily find out that there is nothing about fonts there

How do I display same "proportional" text size on different resolutions?

I draw some text on screen using ID3DXFont::DrawText. This text should be displayed the same regardless of screen resolution.
For example, if screen resolution is low, text wrapped and when it is higher text is not wrapped. How can I avoid such situation? I want text size to be connected to screen resolution so if resolution is lower I want the text to be relatively smaller so that no wrapping happens. Is there any way?
Thanks in advance
Below is a logical solution. It doesn't have any of the code or procedures needed to make work in direct X but having done something similar outside of DirectX I wanted to share the logic
Working on whatever default screen resolution you want set the font to be the size needed.
Find the percentage of the screen height the font size you chose takes up.
Then having stored that value when you go to render again, in the final version of the program, calculate the font size based on the screen size and the percentage
What I was working in had functions like GetTextHeight and properties on the font size to allow you to set the height (which in turn set the font size appropriately). So if can find anything similar to this in DirectX than this could be a route for you to take.

How can we check that what font the browser is using?

I have used font-family in css as simsun. But there is no font in my system called simsun but I have to know what the font is taken by a browser to display.
Try cutting and pasting into word (or another word processor), and then look at what font word is using.
It depends on browser. But you can set list of fonts in your css-file:
font-family:'Lucida Grande','Verdana',sans-serif;

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