I recently found out that the appearance of CustomBannerWindow is quite confusing, when the wanted output is just monospaced text (with many blanks):
While the windows interpreter displays a BannerTypeTextGrid (without any additional modifications) correctly, QTads does the spacing also correct, but uses a window with a black background and white text (and obviously you can’t change this) which is quite ugly.
Parchment displays it as expected as white window with black text.
Now: changing the window to a BannerTypeText with the additional <tt> tag makes it display in Windows Interpreter and QTads as expected, but in Parchment it strips off all additional blanks.
So is there a shorthand way of defining the banner so that all 3 Interpeters display it in the same way? I thought of creating the window type at runtime, but then I need a way within TADS to identify the interpreter that runs the game. I found nothing about that in the docs.
You can let the game chose the type of window while creating the banner object (which is quite awesome I think) and outputManager.htmlMode can test whether we have a typical html interpreter like windows standard / QTads or parchment! I’m flashed!