Example #1
0
void Text::Draw(Bitmap& dest, int x, int y, Color color, std::string const& text) {
	if (text.length() == 0) return;

	FontRef font = dest.GetFont();

	int next_glyph_pos = 0;

	for (boost::u8_to_u32_iterator<std::string::const_iterator>
			 c(text.begin(), text.begin(), text.end()),
			 end(text.end(), text.begin(), text.end()); c != end; ++c) {
		boost::u8_to_u32_iterator<std::string::const_iterator> next_c_it = boost::next(c);

		std::string const glyph(c.base(), next_c_it.base());
		if (*c == '\n') {
			y += font->GetSize(glyph).height;
			next_glyph_pos = 0;
			continue;
		}
		Rect next_glyph_rect(x + next_glyph_pos, y, 0, 0);

		font->Render(dest, next_glyph_rect.x, next_glyph_rect.y, color, *c);
		
		next_glyph_pos += font->GetSize(glyph).width;
	}
}
void        SourcesListModel::ItemCellRenderer::Render(const ListView& listView, ListView::RenderParams& renderParams)
{
    static const int gutterWidth = 6;

    bool isSelected = false;
    bool isHot = (listView.HotRow() == renderParams.rowIndex);
    Color gutterColor = Color::SystemColor(COLOR_BTNFACE);
    FontRef font = Font::Create();

    // selected
    if (renderParams.rowIndex == owner.activeItemIndex)
    {
        isSelected = true;

        renderParams.foreColor = Color::SystemColor(COLOR_HIGHLIGHTTEXT);
        renderParams.backColor = Color::SystemColor(COLOR_HIGHLIGHT);
        gutterColor = Color::SystemColor(COLOR_ACTIVECAPTION);

        font->SetBold();
    }
    else
    {
        renderParams.backColor = Color::Lighten(Color::SystemColor(COLOR_BTNFACE), 15);
        renderParams.foreColor = Color::SystemColor(COLOR_BTNTEXT);
    }

    // fill the background
    if (isHot)
    {
        renderParams.backColor = Color::Lighten(renderParams.backColor, 15);
    }
    //
    HBRUSH backBrush = ::CreateSolidBrush(renderParams.backColor);
    ::FillRect(renderParams.hdc, &(RECT) renderParams.rect, backBrush);
    ::DeleteObject(backBrush);

    // fill the gutter
    RECT gutterRect = renderParams.rect;
    gutterRect.right = gutterRect.left + gutterWidth;
    backBrush = ::CreateSolidBrush(gutterColor);
    ::FillRect(renderParams.hdc, &gutterRect, backBrush);
    ::DeleteObject(backBrush);

    // draw the caption
    ::SetTextColor(renderParams.hdc, renderParams.foreColor);
    ::SetBkMode(renderParams.hdc, TRANSPARENT);
    //
    renderParams.rect.location.x += gutterWidth + 4;
    //
    font->DrawToHDC(renderParams.hdc, renderParams.rect, this->textValue);
}
Example #3
0
void Text::Draw(Bitmap& dest, int x, int y, int color, std::string const& text, Text::Alignment align) {
    if (text.length() == 0) return;

    FontRef font = dest.GetFont();
    Rect dst_rect = Font::Default()->GetSize(text);

    switch (align) {
    case Text::AlignCenter:
        dst_rect.x = x - dst_rect.width / 2;
        break;
    case Text::AlignRight:
        dst_rect.x = x - dst_rect.width;
        break;
    case Text::AlignLeft:
        dst_rect.x = x;
        break;
    default:
        assert(false);
    }

    dst_rect.y = y;
    dst_rect.width += 1;
    dst_rect.height += 1; // Need place for shadow
    if (dst_rect.IsOutOfBounds(dest.GetWidth(), dest.GetHeight())) return;

    BitmapRef text_surface; // Complete text will be on this surface
    text_surface = Bitmap::Create(dst_rect.width, dst_rect.height, true);
    text_surface->SetTransparentColor(dest.GetTransparentColor());
    text_surface->Clear();

    // Load the system file for the shadow and text color
    BitmapRef system = Cache::System(Data::system.system_name);
    // Load the exfont-file
    BitmapRef exfont = Cache::Exfont();

    // Get the Shadow color
    Color shadow_color(Cache::system_info.sh_color);
    // If shadow is pure black, increase blue channel
    // so it doesn't become transparent
    if ((shadow_color.red == 0) &&
            (shadow_color.green == 0) &&
            (shadow_color.blue == 0) ) {

        if (text_surface->bytes() >= 3) {
            shadow_color.blue++;
        } else {
            shadow_color.blue += 8;
        }
    }

    // Where to draw the next glyph (x pos)
    int next_glyph_pos = 0;

    // The current char is an exfont
    bool is_exfont = false;

    // This loops always renders a single char, color blends it and then puts
    // it onto the text_surface (including the drop shadow)
    for (boost::u8_to_u32_iterator<std::string::const_iterator>
            c(text.begin(), text.begin(), text.end()),
            end(text.end(), text.begin(), text.end()); c != end; ++c) {
        Rect next_glyph_rect(next_glyph_pos, 0, 0, 0);

        boost::u8_to_u32_iterator<std::string::const_iterator> next_c_it = boost::next(c);
        uint32_t const next_c = std::distance(c, end) > 1? *next_c_it : 0;

        // ExFont-Detection: Check for A-Z or a-z behind the $
        if (*c == '$' && std::isalpha(next_c)) {
            int exfont_value = -1;
            // Calculate which exfont shall be rendered
            if (islower(next_c)) {
                exfont_value = 26 + next_c - 'a';
            } else if (isupper(next_c)) {
                exfont_value = next_c - 'A';
            } else {
                assert(false);
            }
            is_exfont = true;

            BitmapRef mask = Bitmap::Create(12, 12, true);

            // Get exfont from graphic
            Rect const rect_exfont((exfont_value % 13) * 12, (exfont_value / 13) * 12, 12, 12);

            // Create a mask
            mask->Clear();
            mask->Blit(0, 0, *exfont, rect_exfont, 255);

            // Get color region from system graphic
            Rect clip_system(8+16*(color%10), 4+48+16*(color/10), 6, 12);

            BitmapRef char_surface = Bitmap::Create(mask->GetWidth(), mask->GetHeight(), true);
            char_surface->SetTransparentColor(dest.GetTransparentColor());
            char_surface->Clear();

            // Blit gradient color background (twice because of full glyph)
            char_surface->Blit(0, 0, *system, clip_system, 255);
            char_surface->Blit(6, 0, *system, clip_system, 255);

            // Blit mask onto background
            char_surface->MaskBlit(0, 0, *mask, mask->GetRect());

            BitmapRef char_shadow = Bitmap::Create(mask->GetWidth(), mask->GetHeight(), true);
            char_shadow->SetTransparentColor(dest.GetTransparentColor());
            char_shadow->Clear();

            // Blit solid color background
            char_shadow->Fill(shadow_color);
            // Blit mask onto background
            char_shadow->MaskBlit(0, 0, *mask, mask->GetRect());

            // Blit first shadow and then text
            text_surface->Blit(next_glyph_rect.x + 1, next_glyph_rect.y + 1, *char_shadow, char_shadow->GetRect(), 255);
            text_surface->Blit(next_glyph_rect.x, next_glyph_rect.y, *char_surface, char_surface->GetRect(), 255);
        } else { // Not ExFont, draw normal text
            font->Render(*text_surface, next_glyph_rect.x, next_glyph_rect.y, *system, color, *c);
        }

        // If it's a full size glyph, add the size of a half-size glypth twice
        if (is_exfont) {
            is_exfont = false;
            next_glyph_pos += 12;
            // Skip the next character
            ++c;
        } else {
            std::string const glyph(c.base(), next_c_it.base());
            next_glyph_pos += Font::Default()->GetSize(glyph).width;
        }
    }

    BitmapRef text_bmp = Bitmap::Create(*text_surface, text_surface->GetRect());

    Rect src_rect(0, 0, dst_rect.width, dst_rect.height);
    int iy = dst_rect.y;
    if (dst_rect.height > text_bmp->GetHeight()) {
        iy += ((dst_rect.height - text_bmp->GetHeight()) / 2);
    }
    int ix = dst_rect.x;

    dest.Blit(ix, iy, *text_bmp, src_rect, 255);
}