I had previously inserted a handler into one of the main revIDE libraries (can't check the filename at the moment) that (half) implemented the HyperTalk-compatibile IDE property 'the scriptTextSize' (previously non-functional 'compatibility' syntax), you can get the IDE-level property normally but setting it would not save it across launches and since our Engine does recognize 'scriptTextSize' it is currently a reserved word, so in order set it in a way that could get the setting saved into the revPreferences file, I had to make it a command, use it like:
Code: Select all
scriptTextSize 16 -- sets script editor windows main texts to 16 pt size
put the scriptTextSize
You can of course still set the script editor text size from the revPreferencesUI stack too.
However, since I may be on a different/new monitor size or in a different resolution. or I may want to go slightly smaller because I need to look at a large amount of the scripts, or I'm trying to figure out just how tired my eyes are, I wanted incrementing menu items to adjust from, just a convenience thing. I was going to add key combos to invoke them, but then realized that's a whole other spaghetti-wire mess of non-common-standards choices of command/control key combos (I don't think I've ever used any of those, why is 'import image...' command and '>' ??? ) and so I didn't give them key combos (for now).
Oh and I also updated Graphics-object-selected-context menu item "Copy as SVG Path", which can be used to copy the points of selected graphics object(s) as SVG Path strings. It no longer just spits the converted data out to the message box, it actually places it on the clipboard now so that it can immediately be pasted into the iconPath prop of an SVG Icon widget or similar... BUT WAIT, THERE'S MORE!!! In addition to copying the points->path string as text, it will also copy the string to the clipboard wrapped as SVG file formatted data, so that it can be pasted into a vector drawing app... specifically Adobe Illustrator ( I don't have Inkscape installed currently ). The selected objects must include one or more graphic objects (Poly, roundrects, ovals, rects, freehand) for the menu item to show up. It basically yields a tracing of the pixel data and therefore can have the 'jaggies', that's easy enough to clean up in a regular vector drawing app. So this sort of enables using the engines graphics controls to build (basic) SVG symbols without leaving the IDE. Although a dedicated vector drawing app is still going to be much better to use, this is at least useful for a quick mock-up glyph.
I'll be pushing these changes up to the Github repo tonight or tomorrow probably.