/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Magnus Norddahl ** (if your name is missing here, please add it) */ #include "Display/display_precomp.h" #include "opengl_target.h" #ifdef WIN32 // #include "Display/Win32/font_win32.h" #include "WGL/display_window_opengl.h" #include "API/Display/Providers/dc_buffer.h" #include "API/Display/sprite_description.h" #include "API/Display/pixel_format.h" #else #ifdef __APPLE__ #include "AGL/display_window_opengl.h" #else // #include "GLX/font_x11.h" #include "GLX/display_window_opengl.h" #endif #endif #include "surface_target_opengl.h" #include "canvas_opengl.h" #include "Display/font_target_sprite.h" ///////////////////////////////////////////////////////////////////////////// // CL_OpenGLTarget construction: ///////////////////////////////////////////////////////////////////////////// // CL_OpenGLTarget attributes: ///////////////////////////////////////////////////////////////////////////// // CL_OpenGLTarget operations: CL_DisplayWindow_Generic *CL_OpenGLTarget::create_window() { return new CL_DisplayWindow_OpenGL; } CL_Surface_Target *CL_OpenGLTarget::create_surface( CL_PixelBuffer provider, int flag) { return new CL_Surface_Target_OpenGL(provider, flag); } CL_Canvas_Generic *CL_OpenGLTarget::create_canvas() { return new CL_Canvas_OpenGL; } CL_Font_Target* CL_OpenGLTarget::create_system_font_target( CL_Font_Generic *attributes, const std::string &font_name, const std::string &letters, int font_height, int font_width, bool bold, bool italic, bool underline, bool strikeout) { #ifdef WIN32 // Create the font we need: HFONT font = CreateFont( font_height, font_width, 0, 0, bold ? FW_BOLD : FW_NORMAL, italic ? TRUE : FALSE, underline ? TRUE : FALSE, strikeout ? TRUE : FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, FF_DONTCARE, font_name.c_str()); const int num_chars = letters.length(); int i; int total_width = 0; int pos = 0; HDC screen_dc; HFONT old_font; INT widths[256]; // Get the glyph widths: screen_dc = GetDC(0); old_font = (HFONT) SelectObject(screen_dc, font); GetCharWidth32(screen_dc, 0, 255, widths); SelectObject(screen_dc, old_font); // Figure out how big our device context has to be: for (i=0; i(letters[i])]; } // Create device context, set it up for glyph drawing: CL_DeviceContextBuffer dc_buffer(screen_dc, total_width, font_height, true); RECT rc = { 0, 0, total_width, font_height }; SetBkColor(dc_buffer.get_dc(), RGB(0,0,0)); FillRect(dc_buffer.get_dc(), &rc, (HBRUSH) GetStockObject(BLACK_BRUSH)); SetTextColor(dc_buffer.get_dc(), RGB(255,255,255)); SetBkMode(dc_buffer.get_dc(), OPAQUE); old_font = (HFONT) SelectObject(dc_buffer.get_dc(), font); // Draw each glyph: for (i=0; i(letters[i]); TextOut(dc_buffer.get_dc(), pos, 0, (char *)(&cur), 1); pos += widths[cur]; } SelectObject(dc_buffer.get_dc(), old_font); DeleteObject(font); // Add each glyph as a frame: CL_SpriteDescription desc; pos = 0; for (i=0; i(letters[i]); desc.add_gridclipped_frames(dc_buffer, pos, 0, widths[character], font_height, 1, 1); pos += widths[character]; } // Set up the actual font data: return new CL_Font_Target_Sprite( attributes, CL_Sprite(desc), letters); #else return 0; /* new CL_Font_X11( attributes, font_name, letters, height, width, bold, italic, underline, strikeout); */ #endif } bool CL_OpenGLTarget::enable_packer() { return true; } ///////////////////////////////////////////////////////////////////////////// // CL_OpenGLTarget implementation: