示例#1
0
NAMESPACE_UPP

#ifdef flagWINGL
#include <WinGl/FontGl.h>
#include <WinGl/ResGl.h>
#endif

#define LLOG(x)    // LOG(x)
#define LTIMING(x) // TIMING(x)

WString TextUnicode(const char *s, int n, byte cs, Font font)
{
	if(n < 0)
		n = (int)strlen(s);
#ifdef PLATFORM_WIN32
	if(font.GetFace() == Font::SYMBOL) {
		WStringBuffer b(n);
		wchar *t = b;
		while(n > 0) {
			*t++ = *s++;
			n--;
		}
		return b;
	}
#endif
	return ToUnicode(s, n, cs);
}
示例#2
0
HFONT GetWin32Font(Font fnt, int angle)
{
	LTIMING("GetWin32Font");
	static HFontEntry cache[FONTCACHE];
	ONCELOCK {
		for(int i = 0; i < FONTCACHE; i++)
			cache[i].font.Height(-30000);
	}
	HFontEntry be;
	be = cache[0];
	for(int i = 0; i < FONTCACHE; i++) {
		HFontEntry e = cache[i];
		if(i)
			cache[i] = be;
		if(e.font == fnt && e.angle == angle) {
			if(i)
				cache[0] = e;
			return e.hfont;
		}
		be = e;
	}
	LTIMING("GetWin32Font2");
	if(be.hfont)
		DeleteObject(be.hfont);

	be.font = fnt;
	be.angle = angle;
#ifdef PLATFORM_WINCE
	LOGFONT lfnt;
	Zero(lfnt);
	lfnt.lfHeight = fnt.GetHeight() ? -abs(fnt.GetHeight()) : -12;
	lfnt.lfWeight = fnt.IsBold() ? FW_BOLD : FW_NORMAL;
	lfnt.lfItalic = fnt.IsItalic();
	lfnt.lfUnderline = fnt.IsUnderline();
	lfnt.lfStrikeOut = fnt.IsStrikeout();
	wcscpy(lfnt.lfFaceName, ToSystemCharset(fnt.GetFaceName()));
	be.hfont = CreateFontIndirect(&lfnt);
#else
	be.hfont = CreateFont(
		fnt.GetHeight() ? -abs(fnt.GetHeight()) : -12,
		fnt.GetWidth(), angle, angle, fnt.IsBold() ? FW_BOLD : FW_NORMAL,
		fnt.IsItalic(), fnt.IsUnderline(), fnt.IsStrikeout(),
		fnt.GetFace() == Font::SYMBOL ? SYMBOL_CHARSET : DEFAULT_CHARSET,
		fnt.IsTrueTypeOnly() ? OUT_TT_ONLY_PRECIS : OUT_DEFAULT_PRECIS,
		CLIP_DEFAULT_PRECIS,
		fnt.IsNonAntiAliased() ? NONANTIALIASED_QUALITY : DEFAULT_QUALITY,
		DEFAULT_PITCH|FF_DONTCARE,
		fnt.GetFaceName()
	);
#endif
	cache[0] = be;
	return be.hfont;
}
示例#3
0
FtFontStyle GetFontStyle(Font font)
{
	Vector<FtFontData>& fd = sFontData();
	int face = font.GetFace();
	if(face >= 0 && face < fd.GetCount()) {
		const FtFontData& d = fd[face];
		int ii = font.IsBold() + 2 * font.IsItalic();
		if(d.style[ii])
			return d.style[ii];
		if(d.style[0])
			return d.style[0];
	}
	return fd.At(0).style[0];
}
示例#4
0
文件: DrawText.cpp 项目: koz4k/soccer
WString TextUnicode(const char *s, int n, byte cs, Font font)
{
	if(n < 0)
		n = (int)strlen(s);
#ifdef PLATFORM_WIN32
	if(font.GetFace() == Font::SYMBOL) {
		WStringBuffer b(n);
		wchar *t = b;
		while(n > 0) {
			*t++ = *s++;
			n--;
		}
		return b;
	}
#endif
	return ToUnicode(s, n, cs);
}
示例#5
0
void FontSelectManager::Set(Font f) {
	int fi = f.GetFace();
	if(!face->HasKey(fi)) {
		fi = face->FindValue(f.GetFaceName());
		if(fi < 0)
			fi = Font::COURIER;
		else
			fi = face->GetKey(fi);
	}
	face->SetData(fi);
	FaceSelect();
	height->SetData(f.GetHeight());
	for(int i = 0; i < height->GetCount(); i++) {
		int q = height->GetKey(i);
		if(f.GetHeight() <= q) {
			height->SetData(q);
			break;
		}
	}
	*bold = f.IsBold();
	*italic = f.IsItalic();
	*naa = f.IsNonAntiAliased();
}