Short:        Convert Font to object module
Author:       Michael van Elst
Architecture: m68k-amigaos

Amiga bitmap fonts are stored as binary load modules. This
makes it easy to convert them to an object module that can
be linked into your code.

USAGE

	Font2Obj FONT font/size TO module.o SYMBOL _mydfh NAME data

	The FONT parameter is just a filename in FONTS: (can be absolute
	too) that refers to an Amiga font bitmap (can also be a bitmap
	generated by Intellifont/Fountain).

	TO specifies the output file.

	SYMBOL is the name of the data structure that you can refer to
	in your own code. For C usage it should begin with an underscore.
	The default name is _the_font_hunk.

	NAME is the name of the hunk. A linker will usually merge all
	hunks with the same name into a single block. The default is
	__MERGED which is the name of the SAS C near data segment, any
	other name requires that you declare the symbol as __far.


EXAMPLE

	font2obj garnet/9 TO garnet9.o SYMBOL _garnet9_dfh

	When you link with garnet9.o you can refer to the symbol _garnet9_dfh
	as:

	#include <libraries/diskfont.h>
	extern struct DiskFontHeader garnet9_dfh;
	struct TextFont *tf = &garnet9_dfh.dfh_TF;

	It is possible to select this font with:

	SetFont(rp, tf);

	Do not call CloseFont on that font as you did not use OpenFont or
	OpenDiskFont to access it in the beginning.


BUGS

	font2obj does not yet understand all possible Amiga load files
	while font bitmaps, in theory, can be arbitrary load files.
	To be exact, you can have CODE and DATA hunks (which gets copied
	to a DATA hunk) and RELOC32 hunks. The symbol created points to
	offset 4 of the first data or code hunk in the font file (which
	happens to be a struct DiskFontHeader).