2025-11-28 00:35:46 +09:00

447 lines
14 KiB
C++

/************************************************************************
*
* File: CustomTextRenderer.cpp
*
* Description:
*
*
* This file is part of the Microsoft Windows SDK Code Samples.
*
* Copyright (C) Microsoft Corporation. All rights reserved.
*
* This source code is intended only as a supplement to Microsoft
* Development Tools and/or on-line documentation. See these other
* materials for detailed information regarding Microsoft code samples.
*
* THIS CODE AND INFORMATION ARE PROVIDED AS IS WITHOUT WARRANTY OF ANY
* KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
* PARTICULAR PURPOSE.
*
************************************************************************/
#include "DWriteHelloWorld.h"
/******************************************************************
* *
* CustomTextRenderer::CustomTextRenderer *
* *
* The constructor stores the Direct2D factory, the render *
* target, and the outline and fill brushes used for drawing the *
* glyphs, underlines, and strikethroughs. *
* *
******************************************************************/
CustomTextRenderer::CustomTextRenderer(
ID2D1Factory* pD2DFactory,
ID2D1HwndRenderTarget* pRT,
ID2D1SolidColorBrush* pOutlineBrush,
ID2D1BitmapBrush* pFillBrush
)
:
cRefCount_(0),
pD2DFactory_(pD2DFactory),
pRT_(pRT),
pOutlineBrush_(pOutlineBrush),
pFillBrush_(pFillBrush)
{
pD2DFactory_->AddRef();
pRT_->AddRef();
pOutlineBrush_->AddRef();
pFillBrush_->AddRef();
}
/******************************************************************
* *
* CustomTextRenderer::~CustomTextRenderer *
* *
* The destructor releases the member variables *
* *
******************************************************************/
CustomTextRenderer::~CustomTextRenderer()
{
SafeRelease(&pD2DFactory_);
SafeRelease(&pRT_);
SafeRelease(&pOutlineBrush_);
SafeRelease(&pFillBrush_);
}
/******************************************************************
* *
* CustomTextRenderer::DrawGlyphRun *
* *
* Gets GlyphRun outlines via IDWriteFontFace::GetGlyphRunOutline *
* and then draws and fills them using Direct2D path geometries *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::DrawGlyphRun(
__maybenull void* clientDrawingContext,
FLOAT baselineOriginX,
FLOAT baselineOriginY,
DWRITE_MEASURING_MODE measuringMode,
__in DWRITE_GLYPH_RUN const* glyphRun,
__in DWRITE_GLYPH_RUN_DESCRIPTION const* glyphRunDescription,
IUnknown* clientDrawingEffect
)
{
HRESULT hr = S_OK;
// Create the path geometry.
ID2D1PathGeometry* pPathGeometry = NULL;
hr = pD2DFactory_->CreatePathGeometry(
&pPathGeometry
);
// Write to the path geometry using the geometry sink.
ID2D1GeometrySink* pSink = NULL;
if (SUCCEEDED(hr))
{
hr = pPathGeometry->Open(
&pSink
);
}
// Get the glyph run outline geometries back from DirectWrite and place them within the
// geometry sink.
if (SUCCEEDED(hr))
{
hr = glyphRun->fontFace->GetGlyphRunOutline(
glyphRun->fontEmSize,
glyphRun->glyphIndices,
glyphRun->glyphAdvances,
glyphRun->glyphOffsets,
glyphRun->glyphCount,
glyphRun->isSideways,
glyphRun->bidiLevel%2,
pSink
);
}
// Close the geometry sink
if (SUCCEEDED(hr))
{
hr = pSink->Close();
}
// Initialize a matrix to translate the origin of the glyph run.
D2D1::Matrix3x2F const matrix = D2D1::Matrix3x2F(
1.0f, 0.0f,
0.0f, 1.0f,
baselineOriginX, baselineOriginY
);
// Create the transformed geometry
ID2D1TransformedGeometry* pTransformedGeometry = NULL;
if (SUCCEEDED(hr))
{
hr = pD2DFactory_->CreateTransformedGeometry(
pPathGeometry,
&matrix,
&pTransformedGeometry
);
}
// Draw the outline of the glyph run
pRT_->DrawGeometry(
pTransformedGeometry,
pOutlineBrush_
);
// Fill in the glyph run
pRT_->FillGeometry(
pTransformedGeometry,
pFillBrush_
);
SafeRelease(&pPathGeometry);
SafeRelease(&pSink);
SafeRelease(&pTransformedGeometry);
return hr;
}
/******************************************************************
* *
* CustomTextRenderer::DrawUnderline *
* *
* Draws underlines below the text using a Direct2D recatangle *
* geometry *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::DrawUnderline(
__maybenull void* clientDrawingContext,
FLOAT baselineOriginX,
FLOAT baselineOriginY,
__in DWRITE_UNDERLINE const* underline,
IUnknown* clientDrawingEffect
)
{
HRESULT hr;
D2D1_RECT_F rect = D2D1::RectF(
0,
underline->offset,
underline->width,
underline->offset + underline->thickness
);
ID2D1RectangleGeometry* pRectangleGeometry = NULL;
hr = pD2DFactory_->CreateRectangleGeometry(
&rect,
&pRectangleGeometry
);
// Initialize a matrix to translate the origin of the underline
D2D1::Matrix3x2F const matrix = D2D1::Matrix3x2F(
1.0f, 0.0f,
0.0f, 1.0f,
baselineOriginX, baselineOriginY
);
ID2D1TransformedGeometry* pTransformedGeometry = NULL;
if (SUCCEEDED(hr))
{
hr = pD2DFactory_->CreateTransformedGeometry(
pRectangleGeometry,
&matrix,
&pTransformedGeometry
);
}
// Draw the outline of the rectangle
pRT_->DrawGeometry(
pTransformedGeometry,
pOutlineBrush_
);
// Fill in the rectangle
pRT_->FillGeometry(
pTransformedGeometry,
pFillBrush_
);
SafeRelease(&pRectangleGeometry);
SafeRelease(&pTransformedGeometry);
return S_OK;
}
/******************************************************************
* *
* CustomTextRenderer::DrawStrikethrough *
* *
* Draws strikethroughs below the text using a Direct2D *
* recatangle geometry *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::DrawStrikethrough(
__maybenull void* clientDrawingContext,
FLOAT baselineOriginX,
FLOAT baselineOriginY,
__in DWRITE_STRIKETHROUGH const* strikethrough,
IUnknown* clientDrawingEffect
)
{
HRESULT hr;
D2D1_RECT_F rect = D2D1::RectF(
0,
strikethrough->offset,
strikethrough->width,
strikethrough->offset + strikethrough->thickness
);
ID2D1RectangleGeometry* pRectangleGeometry = NULL;
hr = pD2DFactory_->CreateRectangleGeometry(
&rect,
&pRectangleGeometry
);
// Initialize a matrix to translate the origin of the strikethrough
D2D1::Matrix3x2F const matrix = D2D1::Matrix3x2F(
1.0f, 0.0f,
0.0f, 1.0f,
baselineOriginX, baselineOriginY
);
ID2D1TransformedGeometry* pTransformedGeometry = NULL;
if (SUCCEEDED(hr))
{
hr = pD2DFactory_->CreateTransformedGeometry(
pRectangleGeometry,
&matrix,
&pTransformedGeometry
);
}
// Draw the outline of the rectangle
pRT_->DrawGeometry(
pTransformedGeometry,
pOutlineBrush_
);
// Fill in the rectangle
pRT_->FillGeometry(
pTransformedGeometry,
pFillBrush_
);
SafeRelease(&pRectangleGeometry);
SafeRelease(&pTransformedGeometry);
return S_OK;
}
/******************************************************************
* *
* CustomTextRenderer::DrawInlineObject *
* *
* This function is not implemented for the purposes of this *
* sample. *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::DrawInlineObject(
__maybenull void* clientDrawingContext,
FLOAT originX,
FLOAT originY,
IDWriteInlineObject* inlineObject,
BOOL isSideways,
BOOL isRightToLeft,
IUnknown* clientDrawingEffect
)
{
// Not implemented
return E_NOTIMPL;
}
/******************************************************************
* *
* CustomTextRenderer::AddRef *
* *
* Increments the ref count *
* *
******************************************************************/
IFACEMETHODIMP_(unsigned long) CustomTextRenderer::AddRef()
{
return InterlockedIncrement(&cRefCount_);
}
/******************************************************************
* *
* CustomTextRenderer::Release *
* *
* Decrements the ref count and deletes the instance if the ref *
* count becomes 0 *
* *
******************************************************************/
IFACEMETHODIMP_(unsigned long) CustomTextRenderer::Release()
{
unsigned long newCount = InterlockedDecrement(&cRefCount_);
if (newCount == 0)
{
delete this;
return 0;
}
return newCount;
}
/******************************************************************
* *
* CustomTextRenderer::IsPixelSnappingDisabled *
* *
* Determines whether pixel snapping is disabled. The recommended *
* default is FALSE, unless doing animation that requires *
* subpixel vertical placement. *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::IsPixelSnappingDisabled(
__maybenull void* clientDrawingContext,
__out BOOL* isDisabled
)
{
*isDisabled = FALSE;
return S_OK;
}
/******************************************************************
* *
* CustomTextRenderer::GetCurrentTransform *
* *
* Returns the current transform applied to the render target.. *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::GetCurrentTransform(
__maybenull void* clientDrawingContext,
__out DWRITE_MATRIX* transform
)
{
//forward the render target's transform
pRT_->GetTransform(reinterpret_cast<D2D1_MATRIX_3X2_F*>(transform));
return S_OK;
}
/******************************************************************
* *
* CustomTextRenderer::GetPixelsPerDip *
* *
* This returns the number of pixels per DIP. *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::GetPixelsPerDip(
__maybenull void* clientDrawingContext,
__out FLOAT* pixelsPerDip
)
{
*pixelsPerDip = 1.0f;
return S_OK;
}
/******************************************************************
* *
* CustomTextRenderer::QueryInterface *
* *
* Query interface implementation *
* *
******************************************************************/
IFACEMETHODIMP CustomTextRenderer::QueryInterface(
IID const& riid,
void** ppvObject
)
{
if (__uuidof(IDWriteTextRenderer) == riid)
{
*ppvObject = this;
}
else if (__uuidof(IDWritePixelSnapping) == riid)
{
*ppvObject = this;
}
else if (__uuidof(IUnknown) == riid)
{
*ppvObject = this;
}
else
{
*ppvObject = NULL;
return E_FAIL;
}
this->AddRef();
return S_OK;
}