Spatterlight’s “Scarier” ADRIFT interpreter is pretty great, but it’s limited in its support of rich text, because it’s limited to what Glk supports.
In particular, Glk doesn’t support:
Underlined text
Font sizes
Font faces
(ADRIFT uses web-style named fonts, where you just hope the user already has those fonts installed on their system.)
I’m unclear on what a Glk terp in 2026 should do. My rough understanding is that @zarf has declared that style hints are “deprecated” but that there’s no published replacement…?
First up Glk does support relative font sizes, but not absolute.
I am intending for my CSS proposal to be the next thing I work on. I can finalise the API before I get to implementing it, though I’d want to get some tests together before I call the API finished.
Scarier won’t need a gestalt code, that’s really just for Glulx.
How will you choose a gestalt code? (Is there a registry or a wiki of gestalt codes? Does Zarf bless them somehow?)
If we’re going to use it in Spatterlight, we’ll be in the category you described as “non-HTML interpreters supporting small text formatting subsets of CSS”.
Presumably it should be written down somewhere which subsets we’d support. (And I guess there’d have to be some gestalt-ish way for interpreters to interrogate which CSS properties are supported or not supported…?)
I’ve already got a block of Glk gestalts assigned to me.
Maybe I could add a function for the interpreter to say whether or not it supports a CSS property. Though in the browser I’d just make it say it can support everything. Checking whether a specific font is supported probably won’t be feasible. And I’m not sure how useful it really would be, especially when you’re putting CSS from the storyfile into it - it wouldn’t be able to specify an alternative. I think it should be understood as even more the-terp-will-do-what-it-can than the stylehint system.