Quote: "Please, please, please AppGameKit devs, can you implement fully justified text?"
I am confused on the 'implement fully justified text' request too.
we have a ton of
commands for text
What is it exactly that is giving you trouble? The alignment?
Can't you
position the text using the X and Y coordinates to place it anywhere you want on the screen?
if you want specific columns for the text, then couldn't you just assign variables for the X coordinates of the column(s), and increment the Y coordinates based on the font size?
The width of the columns would require a little math on counting characters if your font sizes change (or oddball spaced fonts), but it seems it would be doable with the commands we already have.
You would also have to break long strings up to manage that width control as well, which adds a little bit of complexity, but if the text is predetermined then you wouldn't have to construct the text strings' lengths based on input, but even that shouldn't be too much trouble once you have determined how many characters each line should contain for said column width.
I have not had the need for this yet, but maybe an array for the columns' lines would be a simple way to organize the text strings whether predetermined or based on user input, where each element represents a line of text.
Then all you would have to do after constructing the text array is to do the math for the X and Y position of each element in a nested for loop that does the increments for the position of each line.
It would be nice to have something like that built in, but coding it to your own preferences really gives you better control for various display situations depending on your build.
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1