Dannii wrote:
If garglk embeds webkit they will probably want to keep their old sound/file system code around as it will probably be more reliable than implementing those features in JS. The same for timers too... negotiating with embedded browsers is a big hassle and you can probably get more precision by directly accessing the system timer. And all the unicode stuff will be much nicer not in HTML. I think about a third of GlkOte's code is unicode tables.
That's a great example of why it's a mistake to cram everything into Glk. There's nothing Glk-specific about Unicode case conversion or normalization! But since those functions were put in Glk instead of an Inform library or Glulx itself, they're now only available when running under Glk. Likewise, any interpreter that wants to support HTML for output will now have to implement the rest of Glk, and any game that wants to output HTML will have to negotiate the rest of Glk to get there, even when it doesn't use sound or files (or when it prefers the HTML5 audio/storage APIs).
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If you want to add a CSS parser to your console terp go ahead, there are several available.
That seems like overkill for something as far removed from HTML as Guncho or Floyd, although it's not out of the question. But adding a JavaScript engine would be, so I'm concerned about anything that's going to encourage or require games to become dependent on JS.
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And I'd like it if someone standardised garglk's true colour support!
As would I -- and more generally, support for ad-hoc styles -- but it looks like I'm going to have to do it single-handed (unless you're offering to help?

).
Hell, a CSS-based approach would work if there were something like glk_{set,begin,end}_style_name that translated to HTML's "style" attribute instead of "class".