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Home » U++ Library support » Draw, Display, Images, Bitmaps, Icons » Strange issue with text in Painter
Re: Strange issue with text in Painter [message #50912 is a reply to message #50911] Mon, 14 January 2019 11:11 Go to previous messageGo to previous message
mirek is currently offline  mirek
Messages: 13975
Registered: November 2005
Ultimate Member
Oh, sorry about the part about "commenting out" - that would not work (because we are using it for the desired rendering as well).

What we need to do is to copy it and THEN start removing...

double fx_to_dbl(const FIXED& p);
Pointf fx_to_dbl(const Pointf& pp, const POINTFX& p);

struct sMakeGlyph : LRUCache<Value, GlyphKey>::Maker {
	GlyphKey gk;

	GlyphKey Key() const     { return gk; }
	int      Make(Value& v) const {
		GlyphPainter gp;
		gp.move = gp.pos = Null;
		gp.tolerance = gk.tolerance;
		PaintCharacter(gp, Pointf(0, 0), gk.chr, gk.fnt);
		int sz = gp.glyph.GetCount() * 4;
		v = RawPickToValue(pick(gp.glyph));
		return sz;
	}
};

void RenderCharPath2(const char* gbuf, unsigned total_size, FontGlyphConsumer& sw, double xx, double yy)
{
	const char* cur_glyph = gbuf;
	const char* end_glyph = gbuf + total_size;
	Pointf pp(xx, yy);
	while(cur_glyph < end_glyph) {
		const TTPOLYGONHEADER* th = (TTPOLYGONHEADER*)cur_glyph;
		const char* end_poly = cur_glyph + th->cb;
		const char* cur_poly = cur_glyph + sizeof(TTPOLYGONHEADER);
		sw.Move(fx_to_dbl(pp, th->pfxStart));
		while(cur_poly < end_poly) {
			const TTPOLYCURVE* pc = (const TTPOLYCURVE*)cur_poly;
			if (pc->wType == TT_PRIM_LINE)
				for(int i = 0; i < pc->cpfx; i++)
					sw.Line(fx_to_dbl(pp, pc->apfx[i]));
			if (pc->wType == TT_PRIM_QSPLINE)
				for(int u = 0; u < pc->cpfx - 1; u++) {
					Pointf b = fx_to_dbl(pp, pc->apfx[u]);
					Pointf c = fx_to_dbl(pp, pc->apfx[u + 1]);
					if (u < pc->cpfx - 2)
						c = Mid(b, c);
					sw.Quadratic(b, c);
				}
			cur_poly += sizeof(WORD) * 2 + sizeof(POINTFX) * pc->cpfx;
		}
		sw.Close();
		cur_glyph += th->cb;
    }
}

HFONT GetWin32Font(Font fnt, int angle);
HDC   Win32_IC();

void RenderCharacterSys2(FontGlyphConsumer& sw, double x, double y, int ch, Font fnt)
{
	HFONT hfont = GetWin32Font(fnt, 0);
	if(hfont) {
		HDC hdc = Win32_IC();
		HFONT ohfont = (HFONT) ::SelectObject(hdc, hfont);
		GLYPHMETRICS gm;
		MAT2 m_matrix;
		memset(&m_matrix, 0, sizeof(m_matrix));
		m_matrix.eM11.value = 1;
		m_matrix.eM22.value = 1;
		int gsz = GetGlyphOutlineW(hdc, ch, GGO_NATIVE, &gm, 0, NULL, &m_matrix);
		if(gsz < 0)
			return;
		StringBuffer gb(gsz);
		gsz = GetGlyphOutlineW(hdc, ch, GGO_NATIVE, &gm, gsz, ~gb, &m_matrix);
		if(gsz < 0)
			return;
		RenderCharPath2(~gb, gsz, sw, x, y + fnt.GetAscent());
		::SelectObject(hdc, ohfont);
	}
}

void ApproximateChar(LinearPathConsumer& t, Pointf at, int ch, Font fnt, double tolerance)
{
	PAINTER_TIMING("ApproximateChar");
	Value v;
	INTERLOCKED {
		PAINTER_TIMING("ApproximateChar::Fetch");
		static LRUCache<Value, GlyphKey> cache;
		cache.Shrink(500000);
		sMakeGlyph h;
		h.gk.fnt = fnt;
		h.gk.chr = ch;
		h.gk.tolerance = tolerance;
		v = cache.Get(h);
#ifdef _DEBUG
		DLOG("==== ApproximateChar " << ch << " " << (char)ch << " " << fnt << ", tolerance: " << tolerance);
		DDUMP(ValueTo< Vector<float> >(v));
		GlyphPainter chp;
		chp.move = chp.pos = Null;
		chp.tolerance = tolerance;

		struct PaintCharPath : FontGlyphConsumer {
			Painter *sw;
			
			virtual void Move(Pointf p) {
				sw->Move(p);
			}
			virtual void Line(Pointf p) {
				sw->Line(p);
			}
			virtual void Quadratic(Pointf p1, Pointf p2) {
				sw->Quadratic(p1, p2);
			}
			virtual void Cubic(Pointf p1, Pointf p2, Pointf p3) {
				sw->Cubic(p1, p2, p3);
			}
			virtual void Close() {
				sw->Close();
			}
		} pw;
		pw.sw = &chp;
		RenderCharacterSys2(pw, 0, 0, ch, fnt);
//		fnt.Render(pw, 0, 0, ch);
//		PaintCharacter(chp, Pointf(0, 0), ch, fnt);
//		DDUMP(chp.glyph);
//		ASSERT(ValueTo< Vector<float> >(v) == chp.glyph);
#endif
	}
	const Vector<float>& g = ValueTo< Vector<float> >(v);
	int i = 0;
	while(i < g.GetCount()) {
		Pointf p;
		p.x = g[i++];
		if(p.x > 1e30) {
			p.x = g[i++];
			p.y = g[i++];
			t.Move(p + at);
		}
		else {
			PAINTER_TIMING("ApproximateChar::Line");
			p.y = g[i++];
			t.Line(p + at);
		}
	}
}


It this still 'toggles', start commenting from RenderCharPath2 call up...

[Updated on: Mon, 14 January 2019 11:12]

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