예제 #1
0
void UAutoFoldingSlot::SynchronizeProperties()
{
	SetPadding(Padding);
	SetSize(Size);
	SetHorizontalAlignment(HorizontalAlignment);
	SetVerticalAlignment(VerticalAlignment);
}
예제 #2
0
void UUniformGridSlot::SynchronizeProperties()
{
	SetRow(Row);
	SetColumn(Column);
	SetHorizontalAlignment(HorizontalAlignment);
	SetVerticalAlignment(VerticalAlignment);
}
예제 #3
0
void UWrapBoxSlot::SynchronizeProperties()
{
	SetPadding(Padding);
	SetFillEmptySpace(bFillEmptySpace);
	SetFillSpanWhenLessThan(FillSpanWhenLessThan);
	SetHorizontalAlignment(HorizontalAlignment);
	SetVerticalAlignment(VerticalAlignment);
}
예제 #4
0
void UBorderSlot::SynchronizeProperties()
{
	if ( Border.IsValid() )
	{
		SetPadding(Padding);
		SetHorizontalAlignment(HorizontalAlignment);
		SetVerticalAlignment(VerticalAlignment);
	}
}
void UWindowTitleBarAreaSlot::SynchronizeProperties()
{
	if (WindowTitleBarArea.IsValid())
	{
		SetPadding(Padding);
		SetHorizontalAlignment(HorizontalAlignment);
		SetVerticalAlignment(VerticalAlignment);
	}
}
예제 #6
0
TabItem::TabItem()
{
    SetClassName(_T("TabItem"));
    SetMinWidth(16);

    SetHorizontalContentAlignment(suic::CENTER);
    SetVerticalContentAlignment(suic::CENTER);
    SetVerticalAlignment(suic::STRETCH);

    SetFocusable(true);
}
예제 #7
0
void TextFormatD2D::SetProperties(const WCHAR* fontFamily, int size, bool bold, bool italic, Gdiplus::PrivateFontCollection* fontCollection)
{
	Dispose();

	HRESULT hr = E_FAIL;

	// |fontFamily| uses the GDI/GDI+ font naming convention so try to create DirectWrite font
	// using the GDI family name and then create a text format using the DirectWrite family name
	// obtained from it.
	WCHAR dwFamilyName[LF_FACESIZE];
	DWRITE_FONT_WEIGHT dwFontWeight;
	DWRITE_FONT_STYLE dwFontStyle;
	DWRITE_FONT_STRETCH dwFontStretch;
	if (GetDWPropertiesFromGDIProperties(
		fontFamily, bold, italic, dwFontWeight, dwFontStyle, dwFontStretch, dwFamilyName,
		_countof(dwFamilyName)))
	{
		hr = CanvasD2D::c_DWFactory->CreateTextFormat(
			dwFamilyName,
			nullptr,
			dwFontWeight,
			dwFontStyle,
			dwFontStretch,
			size * (4.0f / 3.0f),
			L"",
			&m_TextFormat);
	}

	if (FAILED(hr))
	{
		// Fallback in case above fails.
		hr = CanvasD2D::c_DWFactory->CreateTextFormat(
			fontFamily,
			nullptr,
			bold ? DWRITE_FONT_WEIGHT_BOLD : DWRITE_FONT_WEIGHT_REGULAR,
			italic ? DWRITE_FONT_STYLE_ITALIC : DWRITE_FONT_STYLE_NORMAL,
			DWRITE_FONT_STRETCH_NORMAL,
			size * (4.0f / 3.0f),
			L"",
			&m_TextFormat);
	}

	if (SUCCEEDED(hr))
	{
		SetHorizontalAlignment(GetHorizontalAlignment());
		SetVerticalAlignment(GetVerticalAlignment());
	}
	else
	{
		Dispose();
	}
}
예제 #8
0
파일: label.cpp 프로젝트: AlwaysGeeky/Vox
Label::Label(Renderer* pRenderer, unsigned int GUIFont, const std::string &label, Colour colour)
  : Component(pRenderer),
    m_GUIFont(GUIFont),
	m_colour(colour)
{
	SetText(label);
	SetVerticalAlignment(eVerticalAlignment_Center);
	SetHorizontalAlignment(eHorizontalAlignment_Left);

	// Set default dimensions
	SetDimensions(0, 0, 1, 1);

	m_outline = false;
}
예제 #9
0
Slider::Slider()
{
    SetClassName(_T("Slider"));

    SetMinHeight(10);
    SetMinWidth(50);

    SetHorizontalContentAlignment(suic::LEFT);
    SetHorizontalAlignment(suic::LEFT);

    SetVerticalContentAlignment(suic::TOP);
    SetVerticalAlignment(suic::TOP);

    SliderButton* pSliderBtn = new SliderButton(this);
    _thumbBtn = pSliderBtn;

    pSliderBtn->ThumbDragDelta.Add(this, &Slider::OnThumbDragDelta);
}
예제 #10
0
void UOverlaySlot::SynchronizeProperties()
{
	SetPadding(Padding);
	SetHorizontalAlignment(HorizontalAlignment);
	SetVerticalAlignment(VerticalAlignment);
}
예제 #11
0
void TextFormatD2D::SetProperties(
	const WCHAR* fontFamily, int size, bool bold, bool italic,
	const FontCollection* fontCollection)
{
	auto fontCollectionD2D = (FontCollectionD2D*)fontCollection;

	Dispose();

	WCHAR dwriteFamilyName[LF_FACESIZE];
	DWRITE_FONT_WEIGHT dwriteFontWeight =
		bold ? DWRITE_FONT_WEIGHT_BOLD : DWRITE_FONT_WEIGHT_REGULAR;
	DWRITE_FONT_STYLE dwriteFontStyle =
		italic ? DWRITE_FONT_STYLE_ITALIC : DWRITE_FONT_STYLE_NORMAL;
	DWRITE_FONT_STRETCH dwriteFontStretch = DWRITE_FONT_STRETCH_NORMAL;
	const float dwriteFontSize = size * (4.0f / 3.0f);

	// |fontFamily| uses the GDI/GDI+ font naming convention so try to create DirectWrite font
	// using the GDI family name and then create a text format using the DirectWrite family name
	// obtained from it.
	HRESULT hr = Util::GetDWritePropertiesFromGDIProperties(
		CanvasD2D::c_DWFactory.Get(), fontFamily, bold, italic, dwriteFontWeight, dwriteFontStyle,
		dwriteFontStretch, dwriteFamilyName, _countof(dwriteFamilyName));
	if (SUCCEEDED(hr))
	{
		hr = CanvasD2D::c_DWFactory->CreateTextFormat(
			dwriteFamilyName,
			nullptr,
			dwriteFontWeight,
			dwriteFontStyle,
			dwriteFontStretch,
			dwriteFontSize,
			L"",
			&m_TextFormat);
	}

	if (FAILED(hr))
	{
		IDWriteFontCollection* dwriteFontCollection = nullptr;

		// If |fontFamily| is not in the system collection, use the font collection from
		// |fontCollectionD2D| if possible.
		if (!Util::IsFamilyInSystemFontCollection(CanvasD2D::c_DWFactory.Get(), fontFamily) &&
			(fontCollectionD2D && fontCollectionD2D->InitializeCollection()))
		{
			IDWriteFont* dwriteFont = Util::FindDWriteFontInFontCollectionByGDIFamilyName(
				fontCollectionD2D->m_Collection, fontFamily);
			if (dwriteFont)
			{
				hr = Util::GetFamilyNameFromDWriteFont(
					dwriteFont, dwriteFamilyName, _countof(dwriteFamilyName));
				if (SUCCEEDED(hr))
				{
					fontFamily = dwriteFamilyName;
					Util::GetPropertiesFromDWriteFont(
						dwriteFont, bold, italic, &dwriteFontWeight, &dwriteFontStyle,
						&dwriteFontStretch);
				}

				dwriteFont->Release();
			}

			dwriteFontCollection = fontCollectionD2D->m_Collection;
		}

		// Fallback in case above fails.
		hr = CanvasD2D::c_DWFactory->CreateTextFormat(
			fontFamily,
			dwriteFontCollection,
			dwriteFontWeight,
			dwriteFontStyle,
			dwriteFontStretch,
			dwriteFontSize,
			L"",
			&m_TextFormat);
	}

	if (SUCCEEDED(hr))
	{
		SetHorizontalAlignment(GetHorizontalAlignment());
		SetVerticalAlignment(GetVerticalAlignment());

		// Get the family name to in case CreateTextFormat() fallbacked on some other family name.
		hr = m_TextFormat->GetFontFamilyName(dwriteFamilyName, _countof(dwriteFamilyName));
		if (FAILED(hr)) return;

		Microsoft::WRL::ComPtr<IDWriteFontCollection> collection;
		Microsoft::WRL::ComPtr<IDWriteFontFamily> fontFamily;
		UINT32 familyNameIndex;
		BOOL exists;
		if (FAILED(m_TextFormat->GetFontCollection(collection.GetAddressOf())) ||
			FAILED(collection->FindFamilyName(dwriteFamilyName, &familyNameIndex, &exists)) ||
			FAILED(collection->GetFontFamily(familyNameIndex, fontFamily.GetAddressOf())))
		{
			return;
		}

		Microsoft::WRL::ComPtr<IDWriteFont> font;
		hr = fontFamily->GetFirstMatchingFont(
			m_TextFormat->GetFontWeight(),
			m_TextFormat->GetFontStretch(),
			m_TextFormat->GetFontStyle(),
			font.GetAddressOf());
		if (FAILED(hr)) return;

		DWRITE_FONT_METRICS fmetrics;
		font->GetMetrics(&fmetrics);

		// GDI+ compatibility: GDI+ adds extra padding below the string when |m_AccurateText| is
		// |false|. The bottom padding seems to be based on the font metrics so we can calculate it
		// once and keep using it regardless of the actual string. In some cases, GDI+ also adds
		// the line gap to the overall height so we will store it as well.
		const float pixelsPerDesignUnit =  dwriteFontSize / (float)fmetrics.designUnitsPerEm;
		m_ExtraHeight =
			(((float)fmetrics.designUnitsPerEm / 8.0f) - fmetrics.lineGap) * pixelsPerDesignUnit;
		m_LineGap = fmetrics.lineGap * pixelsPerDesignUnit;
	}
	else
	{
		Dispose();
	}
}
예제 #12
0
void UKUIInterfaceElement::FillContainer()
{
	SetHorizontalAlignment( EKUIInterfaceHAlign::HA_Fill );
	SetVerticalAlignment( EKUIInterfaceVAlign::VA_Fill );
}