Interface details

Some aspects of how the game is presented, notably the font, window placement and graphical tile set, are controlled by the front end, rather than the core of the game itself. Each front end has its own mechanism for setting those details and recording them between game sessions. Below are brief descriptions for what you can configure with the standard `Windows` and `SDL` front ends.

Windows — mangclient.exe

With the Windows front end, the game, by default, displays several of the subwindows and uses Tangaria’s graphical tiles to display the map. You can close a subwindow with the standard close control on the window’s upper right corner. Closing the main window with the standard control causes the game to save its current state and then exit. You can reopen or also close a subwindow via the “Visibility” menu, the first entry in the “Window” menu for the main window. To move a window, use the standard procedure: position the mouse pointer on the window’s title bar and then click and drag the mouse to change the window’s position. Click and drag on the edges or corners of a window to change its size. To select the font for a window, use the “Font” menu, the second entry in the “Window” menu for the main window.

The “Term Options” entry in the “Window” menu for the main window is a shortcut to access the core game’s method for selecting the contents of the subwindows. The “Reset Layout” will rearrange the windows to conform with the current size and will have a similar result to what you would get from restarting the Windows interface without a preset configuration.

The “Bizarre Display” entry in the “Window” menu allows to toggle on or off an alternate text display algorithm for each window. That was added for compatibility with Windows Vista and later. The default setting, on, should likely be used, unless text display is garbled on your system and the off setting allows text to be displayed properly.

The “Increase Tile Width” and “Decrease Tile Width” options in the “Window”, let you increment or decrement, by one pixel, the width of the columns in a window. The “Increase Tile Height” and “Decrease Tile Height” options are similar but work with the height of the rows. For the primary window, you could use the “Term 0 Font Tile Size” entry as an alternative to those to set the width of the columns and height of the rows to certain combinations or to match the width and height of the font, which is the default. When the “Enable Nice Graphics” option is on (it’s in the “Options” menu for the main window), the “Increase Tile Width”, “Decrease Tile Width”, “Increase Tile Height”, “Decrease Tile Height”, and “Term 0 Font Tile Size” entries will have no effect since the column width and row height are set automatically when that option is on.

To change whether graphical tiles are used, use the “Graphics” menu, the first entry in the “Options” menu for the main window. The “None” option in the “Graphics” menu will disable graphical tiles and use text for the map. The next section section in that menu allows you to select one of the graphical tile sets. Turning on the “Enable Nice Graphics” option in the “Graphics” menu is a shortcut for automatically setting sizes to get a reasonable-looking result. When that is turned on or is already on and the tile set is changed, the width of the columns (“tile width”), height of the rows (“tile height”) and the number of rows and columns used to display a tile (the “Tile Multiplier”) will be adjusted to work well with the current font size and the native size of the graphical tiles. You can manually adjust the number of rows and columns used for displaying a tile with the “Tile Multiplier” entry in the “Graphics” menu. Since typical fonts are often twice as tall as wide, multipliers where the first value, for the width, is twice the second, often x work better with the tiles that are natively square.

When you leave the game, the current settings for the Windows interface are saved as `mangclient.ini` in the directory that holds the executable. Those settings will be automatically reloaded the next time you start the Windows interface.

SDL — mangclient_sdl.exe

With the SDL front end, the main window and any subwindows are displayed within the application’s rectangular window. At the top of the application’s window is a status line. Within that status line, items highlighted in yellow are buttons that can be pressed to initiate an action. From left to right they are:

* The application’s version number – pressing it displays an information dialog about the application
* The currently selected terminal – pressing it brings up a menu for selecting the current terminal; you can also make a terminal the current one by clicking on the terminal’s title bar if it is visible
* Whether or not the current terminal is visible – pressing it for any terminal that is not the main window will allow you to show or hide that terminal
* The font for the current terminal – pressing it brings up a menu to choose the font for the terminal
* Options – brings up a dialog for selecting global options including those for the graphical tile set used and whether fullscreen mode is enabled
* Quit – to save the game and exit

To move a terminal window, click on its title bar and then drag the mouse. To resize a terminal window, position the mouse pointer over the lower right corner. That should cause a blue square to appear, then click and drag to resize the terminal.

To change the graphical tile set used when displaying the game’s map, press the Options button in the status bar. Then, in the dialog that appears, press one of the red buttons that appear to the right of the label, “Available Graphics:”. The last of those buttons, labeled “None”, selects text as the method for displaying the map. Your choice for the graphical tile set does not take effect until you press the red button labeled “OK” at the bottom of the dialog.

When you leave the game, the current settings for the SDL interface are saved as `sdlinit.txt` in the same directory as is used for preference files. Those settings will be automatically reloaded the next time you start the SDL interface.