2016-11-24 20:20 GMT-02:00 Jonathan Wilkes <jancsika@yahoo.com>:
Have you made substantial improvements to comment.c in your fork?

so, here's the deal, we haven't touched it, but we really needed to. I wanted to at least add a properties window and we really need to fix some issues it has in cross platforms
 
Also, I'm not sure whether that code is trying to match Max's interface or whether it's simply an ad hoc 
approach to getting arbitrary fonts to display and interact in a Pd canvas.  If it's the latter then I don't want to waste time on it.

It's not a good clone, and it is only related to old Max 4.0 - we don't think it is a good idea to make it really compliant with the latest Max, it'd be kinda crazy, but no matter how good of a clone it is and which version it is related to, it is only a comment, it displays text on the patch.

 
Another reason for putting it off is that I still haven't figured out a sane approach
to handling arbitrary fonts in a diagram where everything is absolutely positioned. 
In fact I only have a minimally-workable approach to handling a single, mono-
spaced font across platforms.  For example, there was a change somewhere in
the Gnu/Linux font-stack (relatively) recently that renders fonts (or at least
DejaVu Sans Mono) noticeably wider than before.  So Windows, OSX, and
old Gnu/Linux would render a particular line of text sized at "12px" within less
than a single pixel of each other.  The new Gnu/Linux font stack (seen in Ubuntu
16.04 and some recent Arch) rendered the same text about 7 pixels wider.

Worse, the newer Gnu/Linux font stack quantizes the "px" sizes such that the
next smallest size is noticeably smaller.  So in Ubuntu 16.04 I have to compromise
by keeping the object box the same size and having some extra padding at the
end-- otherwise users of that OS could end up tightly spacing their object chains
in ways that cause overlaps on the other platforms.

So... I'd like to get a handle on that mess first, then handling arbitrary font
families-- as in cyclone/comment-- will hopefully be easier and less prone
to bugs.

well, it seems some of the issues are exactly what we're facing now...

cheers