Introduce DxFontRenderData (#9096)

This is my attempt to isolate all the dwrite font related thing by
introducing a new layer - `DxFontRenderData`. This will free
`DxRenderer` & `CustomTextLayout` from the burden of handling fonts &
box effects. The logic is more simplified & streamlined.

In short I just moved everything fonts-related into `DxFontRenderData`
and started from there. There's no modification to code logic. Just pure
structural stuff.

SGR support tracking issue: #6879
Initial Italic support PR: #8580
This commit is contained in:
Chester Liu
2021-02-18 14:11:38 +08:00
committed by GitHub
parent 4c53c595e7
commit eb349935a0
10 changed files with 928 additions and 875 deletions

View File

@@ -6,7 +6,7 @@
<RootNamespace>base</RootNamespace>
<ProjectName>RendererBase</ProjectName>
<TargetName>ConRenderBase</TargetName>
<ConfigurationType>StaticLibrary</ConfigurationType>
<ConfigurationType>StaticLibrary</ConfigurationType>
</PropertyGroup>
<Import Project="$(SolutionDir)src\common.build.pre.props" />
<ItemGroup>

View File

@@ -17,43 +17,21 @@ using namespace Microsoft::Console::Render;
// Routine Description:
// - Creates a CustomTextLayout object for calculating which glyphs should be placed and where
// Arguments:
// - factory - DirectWrite factory reference in case we need other DirectWrite objects for our layout
// - analyzer - DirectWrite text analyzer from the factory that has been cached at a level above this layout (expensive to create)
// - format - The DirectWrite format object representing the size and other text properties to be applied (by default) to a layout
// - formatItalic - The italic variant of the format object representing the size and other text properties for italic text
// - font - The DirectWrite font face to use while calculating layout (by default, will fallback if necessary)
// - fontItalic - The italic variant of the font face to use while calculating layout for italic text
// - width - The count of pixels available per column (the expected pixel width of every column)
// - boxEffect - Box drawing scaling effects that are cached for the base font across layouts.
CustomTextLayout::CustomTextLayout(gsl::not_null<IDWriteFactory1*> const factory,
gsl::not_null<IDWriteTextAnalyzer1*> const analyzer,
gsl::not_null<IDWriteTextFormat*> const format,
gsl::not_null<IDWriteTextFormat*> const formatItalic,
gsl::not_null<IDWriteFontFace1*> const font,
gsl::not_null<IDWriteFontFace1*> const fontItalic,
size_t const width,
IBoxDrawingEffect* const boxEffect) :
_factory{ factory.get() },
_analyzer{ analyzer.get() },
_format{ format.get() },
_formatItalic{ formatItalic.get() },
_formatInUse{ format.get() },
_font{ font.get() },
_fontItalic{ fontItalic.get() },
_fontInUse{ font.get() },
_boxDrawingEffect{ boxEffect },
_localeName{},
// - dxFontRenderData - The DirectWrite font render data for our layout
CustomTextLayout::CustomTextLayout(gsl::not_null<DxFontRenderData*> const fontRenderData) :
_fontRenderData{ fontRenderData },
_formatInUse{ fontRenderData->DefaultTextFormat().Get() },
_fontInUse{ fontRenderData->DefaultFontFace().Get() },
_numberSubstitution{},
_readingDirection{ DWRITE_READING_DIRECTION_LEFT_TO_RIGHT },
_runs{},
_breakpoints{},
_runIndex{ 0 },
_width{ width },
_width{ gsl::narrow_cast<size_t>(fontRenderData->GlyphCell().width()) },
_isEntireTextSimple{ false }
{
// Fetch the locale name out once now from the format
_localeName.resize(gsl::narrow_cast<size_t>(format->GetLocaleNameLength()) + 1); // +1 for null
THROW_IF_FAILED(format->GetLocaleName(_localeName.data(), gsl::narrow<UINT32>(_localeName.size())));
_localeName.resize(gsl::narrow_cast<size_t>(fontRenderData->DefaultTextFormat()->GetLocaleNameLength()) + 1); // +1 for null
THROW_IF_FAILED(fontRenderData->DefaultTextFormat()->GetLocaleName(_localeName.data(), gsl::narrow<UINT32>(_localeName.size())));
}
//Routine Description:
@@ -122,8 +100,8 @@ CATCH_RETURN()
RETURN_HR_IF_NULL(E_INVALIDARG, columns);
*columns = 0;
_formatInUse = _format.Get();
_fontInUse = _font.Get();
_formatInUse = _fontRenderData->DefaultTextFormat().Get();
_fontInUse = _fontRenderData->DefaultFontFace().Get();
RETURN_IF_FAILED(_AnalyzeTextComplexity());
RETURN_IF_FAILED(_AnalyzeRuns());
@@ -157,8 +135,8 @@ CATCH_RETURN()
FLOAT originY) noexcept
{
const auto drawingContext = static_cast<const DrawingContext*>(clientDrawingContext);
_formatInUse = drawingContext->useItalicFont ? _formatItalic.Get() : _format.Get();
_fontInUse = drawingContext->useItalicFont ? _fontItalic.Get() : _font.Get();
_formatInUse = drawingContext->useItalicFont ? _fontRenderData->ItalicTextFormat().Get() : _fontRenderData->DefaultTextFormat().Get();
_fontInUse = drawingContext->useItalicFont ? _fontRenderData->ItalicFontFace().Get() : _fontRenderData->DefaultFontFace().Get();
RETURN_IF_FAILED(_AnalyzeTextComplexity());
RETURN_IF_FAILED(_AnalyzeRuns());
@@ -196,7 +174,7 @@ CATCH_RETURN()
_glyphIndices.resize(textLength);
const HRESULT hr = _analyzer->GetTextComplexity(
const HRESULT hr = _fontRenderData->Analyzer()->GetTextComplexity(
_text.c_str(),
textLength,
_fontInUse,
@@ -243,10 +221,10 @@ CATCH_RETURN()
if (!_isEntireTextSimple)
{
// Call each of the analyzers in sequence, recording their results.
RETURN_IF_FAILED(_analyzer->AnalyzeLineBreakpoints(this, 0, textLength, this));
RETURN_IF_FAILED(_analyzer->AnalyzeBidi(this, 0, textLength, this));
RETURN_IF_FAILED(_analyzer->AnalyzeScript(this, 0, textLength, this));
RETURN_IF_FAILED(_analyzer->AnalyzeNumberSubstitution(this, 0, textLength, this));
RETURN_IF_FAILED(_fontRenderData->Analyzer()->AnalyzeLineBreakpoints(this, 0, textLength, this));
RETURN_IF_FAILED(_fontRenderData->Analyzer()->AnalyzeBidi(this, 0, textLength, this));
RETURN_IF_FAILED(_fontRenderData->Analyzer()->AnalyzeScript(this, 0, textLength, this));
RETURN_IF_FAILED(_fontRenderData->Analyzer()->AnalyzeNumberSubstitution(this, 0, textLength, this));
// Perform our custom font fallback analyzer that mimics the pattern of the real analyzers.
RETURN_IF_FAILED(_AnalyzeFontFallback(this, 0, textLength));
}
@@ -407,7 +385,7 @@ CATCH_RETURN()
HRESULT hr = S_OK;
do
{
hr = _analyzer->GetGlyphs(
hr = _fontRenderData->Analyzer()->GetGlyphs(
&_text.at(textStart),
textLength,
run.fontFace.Get(),
@@ -452,7 +430,7 @@ CATCH_RETURN()
const auto fontSizeFormat = _formatInUse->GetFontSize();
const auto fontSize = fontSizeFormat * run.fontScale;
hr = _analyzer->GetGlyphPlacements(
hr = _fontRenderData->Analyzer()->GetGlyphPlacements(
&_text.at(textStart),
&_glyphClusters.at(textStart),
&textProps.at(0),
@@ -1265,9 +1243,7 @@ CATCH_RETURN();
if (!fallback)
{
::Microsoft::WRL::ComPtr<IDWriteFactory2> factory2;
RETURN_IF_FAILED(_factory.As(&factory2));
factory2->GetSystemFontFallback(&fallback);
fallback = _fontRenderData->SystemFontFallback();
}
// Walk through and analyze the entire string
@@ -1467,14 +1443,14 @@ try
{
auto& run = _FetchNextRun(textLength);
if (run.fontFace == _font)
if (run.fontFace == _fontRenderData->DefaultFontFace())
{
run.drawingEffect = _boxDrawingEffect;
run.drawingEffect = _fontRenderData->DefaultBoxDrawingEffect();
}
else
{
::Microsoft::WRL::ComPtr<IBoxDrawingEffect> eff;
RETURN_IF_FAILED(s_CalculateBoxEffect(_formatInUse, _width, run.fontFace.Get(), run.fontScale, &eff));
RETURN_IF_FAILED(DxFontRenderData::s_CalculateBoxEffect(_formatInUse, _width, run.fontFace.Get(), run.fontScale, &eff));
// store data in the run
run.drawingEffect = std::move(eff);
@@ -1485,247 +1461,6 @@ try
}
CATCH_RETURN();
// Routine Description:
// - Calculates the box drawing scale/translate matrix values to fit a box glyph into the cell as perfectly as possible.
// Arguments:
// - format - Text format used to determine line spacing (height including ascent & descent) as calculated from the base font.
// - widthPixels - The pixel width of the available cell.
// - face - The font face that is currently being used, may differ from the base font from the layout.
// - fontScale - if the given font face is going to be scaled versus the format, we need to know so we can compensate for that. pass 1.0f for no scaling.
// - effect - Receives the effect to apply to box drawing characters. If no effect is received, special treatment isn't required.
// Return Value:
// - S_OK, GSL/WIL errors, DirectWrite errors, or math errors.
[[nodiscard]] HRESULT STDMETHODCALLTYPE CustomTextLayout::s_CalculateBoxEffect(IDWriteTextFormat* format, size_t widthPixels, IDWriteFontFace1* face, float fontScale, IBoxDrawingEffect** effect) noexcept
try
{
// Check for bad in parameters.
RETURN_HR_IF(E_INVALIDARG, !format);
RETURN_HR_IF(E_INVALIDARG, !face);
// Check the out parameter and fill it up with null.
RETURN_HR_IF(E_INVALIDARG, !effect);
*effect = nullptr;
// The format is based around the main font that was specified by the user.
// We need to know its size as well as the final spacing that was calculated around
// it when it was first selected to get an idea of how large the bounding box is.
const auto fontSize = format->GetFontSize();
DWRITE_LINE_SPACING_METHOD spacingMethod;
float lineSpacing; // total height of the cells
float baseline; // vertical position counted down from the top where the characters "sit"
RETURN_IF_FAILED(format->GetLineSpacing(&spacingMethod, &lineSpacing, &baseline));
const float ascentPixels = baseline;
const float descentPixels = lineSpacing - baseline;
// We need this for the designUnitsPerEm which will be required to move back and forth between
// Design Units and Pixels. I'll elaborate below.
DWRITE_FONT_METRICS1 fontMetrics;
face->GetMetrics(&fontMetrics);
// If we had font fallback occur, the size of the font given to us (IDWriteFontFace1) can be different
// than the font size used for the original format (IDWriteTextFormat).
const auto scaledFontSize = fontScale * fontSize;
// This is Unicode FULL BLOCK U+2588.
// We presume that FULL BLOCK should be filling its entire cell in all directions so it should provide a good basis
// in knowing exactly where to touch every single edge.
// We're also presuming that the other box/line drawing glyphs were authored in this font to perfectly inscribe
// inside of FULL BLOCK, with the same left/top/right/bottom bearings so they would look great when drawn adjacent.
const UINT32 blockCodepoint = L'\x2588';
// Get the index of the block out of the font.
UINT16 glyphIndex;
RETURN_IF_FAILED(face->GetGlyphIndicesW(&blockCodepoint, 1, &glyphIndex));
// If it was 0, it wasn't found in the font. We're going to try again with
// Unicode BOX DRAWINGS LIGHT VERTICAL AND HORIZONTAL U+253C which should be touching
// all the edges of the possible rectangle, much like a full block should.
if (glyphIndex == 0)
{
const UINT32 alternateCp = L'\x253C';
RETURN_IF_FAILED(face->GetGlyphIndicesW(&alternateCp, 1, &glyphIndex));
}
// If we still didn't find the glyph index, we haven't implemented any further logic to figure out the box dimensions.
// So we're just going to leave successfully as is and apply no scaling factor. It might look not-right, but it won't
// stop the rendering pipeline.
RETURN_HR_IF(S_FALSE, glyphIndex == 0);
// Get the metrics of the given glyph, which we're going to treat as the outline box in which all line/block drawing
// glyphs will be inscribed within, perfectly touching each edge as to align when two cells meet.
DWRITE_GLYPH_METRICS boxMetrics = { 0 };
RETURN_IF_FAILED(face->GetDesignGlyphMetrics(&glyphIndex, 1, &boxMetrics));
// NOTE: All metrics we receive from DWRITE are going to be in "design units" which are a somewhat agnostic
// way of describing proportions.
// Converting back and forth between real pixels and design units is possible using
// any font's specific fontSize and the designUnitsPerEm FONT_METRIC value.
//
// Here's what to know about the boxMetrics:
//
//
//
// topLeft --> +--------------------------------+ ---
// | ^ | |
// | | topSide | |
// | | Bearing | |
// | v | |
// | +-----------------+ | |
// | | | | |
// | | | | | a
// | | | | | d
// | | | | | v
// +<---->+ | | | a
// | | | | | n
// | left | | | | c
// | Side | | | | e
// | Bea- | | | | H
// | ring | | right | | e
// vertical | | | Side | | i
// OriginY --> x | | Bea- | | g
// | | | ring | | h
// | | | | | t
// | | +<----->+ |
// | +-----------------+ | |
// | ^ | |
// | bottomSide | | |
// | Bearing | | |
// | v | |
// +--------------------------------+ ---
//
//
// | |
// +--------------------------------+
// | advanceWidth |
//
//
// NOTE: The bearings can be negative, in which case it is specifying that the glyphs overhang the box
// as defined by the advanceHeight/width.
// See also: https://docs.microsoft.com/en-us/windows/win32/api/dwrite/ns-dwrite-dwrite_glyph_metrics
// The scale is a multiplier and the translation is addition. So *1 and +0 will mean nothing happens.
const float defaultBoxVerticalScaleFactor = 1.0f;
float boxVerticalScaleFactor = defaultBoxVerticalScaleFactor;
const float defaultBoxVerticalTranslation = 0.0f;
float boxVerticalTranslation = defaultBoxVerticalTranslation;
{
// First, find the dimensions of the glyph representing our fully filled box.
// Ascent is how far up from the baseline we'll draw.
// verticalOriginY is the measure from the topLeft corner of the bounding box down to where
// the glyph's version of the baseline is.
// topSideBearing is how much "gap space" is left between that topLeft and where the glyph
// starts drawing. Subtract the gap space to find how far is drawn upward from baseline.
const auto boxAscentDesignUnits = boxMetrics.verticalOriginY - boxMetrics.topSideBearing;
// Descent is how far down from the baseline we'll draw.
// advanceHeight is the total height of the drawn bounding box.
// verticalOriginY is how much was given to the ascent, so subtract that out.
// What remains is then the descent value. Remove the
// bottomSideBearing as the "gap space" on the bottom to find how far is drawn downward from baseline.
const auto boxDescentDesignUnits = boxMetrics.advanceHeight - boxMetrics.verticalOriginY - boxMetrics.bottomSideBearing;
// The height, then, of the entire box is just the sum of the ascent above the baseline and the descent below.
const auto boxHeightDesignUnits = boxAscentDesignUnits + boxDescentDesignUnits;
// Second, find the dimensions of the cell we're going to attempt to fit within.
// We know about the exact ascent/descent units in pixels as calculated when we chose a font and
// adjusted the ascent/descent for a nice perfect baseline and integer total height.
// All we need to do is adapt it into Design Units so it meshes nicely with the Design Units above.
// Use the formula: Pixels * Design Units Per Em / Font Size = Design Units
const auto cellAscentDesignUnits = ascentPixels * fontMetrics.designUnitsPerEm / scaledFontSize;
const auto cellDescentDesignUnits = descentPixels * fontMetrics.designUnitsPerEm / scaledFontSize;
const auto cellHeightDesignUnits = cellAscentDesignUnits + cellDescentDesignUnits;
// OK, now do a few checks. If the drawn box touches the top and bottom of the cell
// and the box is overall tall enough, then we'll not bother adjusting.
// We will presume the font author has set things as they wish them to be.
const auto boxTouchesCellTop = boxAscentDesignUnits >= cellAscentDesignUnits;
const auto boxTouchesCellBottom = boxDescentDesignUnits >= cellDescentDesignUnits;
const auto boxIsTallEnoughForCell = boxHeightDesignUnits >= cellHeightDesignUnits;
// If not...
if (!(boxTouchesCellTop && boxTouchesCellBottom && boxIsTallEnoughForCell))
{
// Find a scaling factor that will make the total height drawn of this box
// perfectly fit the same number of design units as the cell.
// Since scale factor is a multiplier, it doesn't matter that this is design units.
// The fraction between the two heights in pixels should be exactly the same
// (which is what will matter when we go to actually render it... the pixels that is.)
// Don't scale below 1.0. If it'd shrink, just center it at the prescribed scale.
boxVerticalScaleFactor = std::max(cellHeightDesignUnits / boxHeightDesignUnits, 1.0f);
// The box as scaled might be hanging over the top or bottom of the cell (or both).
// We find out the amount of overhang/underhang on both the top and the bottom.
const auto extraAscent = boxAscentDesignUnits * boxVerticalScaleFactor - cellAscentDesignUnits;
const auto extraDescent = boxDescentDesignUnits * boxVerticalScaleFactor - cellDescentDesignUnits;
// This took a bit of time and effort and it's difficult to put into words, but here goes.
// We want the average of the two magnitudes to find out how much to "take" from one and "give"
// to the other such that both are equal. We presume the glyphs are designed to be drawn
// centered in their box vertically to look good.
// The ordering around subtraction is required to ensure that the direction is correct with a negative
// translation moving up (taking excess descent and adding to ascent) and positive is the opposite.
const auto boxVerticalTranslationDesignUnits = (extraAscent - extraDescent) / 2;
// The translation is just a raw movement of pixels up or down. Since we were working in Design Units,
// we need to run the opposite algorithm shown above to go from Design Units to Pixels.
boxVerticalTranslation = boxVerticalTranslationDesignUnits * scaledFontSize / fontMetrics.designUnitsPerEm;
}
}
// The horizontal adjustments follow the exact same logic as the vertical ones.
const float defaultBoxHorizontalScaleFactor = 1.0f;
float boxHorizontalScaleFactor = defaultBoxHorizontalScaleFactor;
const float defaultBoxHorizontalTranslation = 0.0f;
float boxHorizontalTranslation = defaultBoxHorizontalTranslation;
{
// This is the only difference. We don't have a horizontalOriginX from the metrics.
// However, https://docs.microsoft.com/en-us/windows/win32/api/dwrite/ns-dwrite-dwrite_glyph_metrics says
// the X coordinate is specified by half the advanceWidth to the right of the horizontalOrigin.
// So we'll use that as the "center" and apply it the role that verticalOriginY had above.
const auto boxCenterDesignUnits = boxMetrics.advanceWidth / 2;
const auto boxLeftDesignUnits = boxCenterDesignUnits - boxMetrics.leftSideBearing;
const auto boxRightDesignUnits = boxMetrics.advanceWidth - boxMetrics.rightSideBearing - boxCenterDesignUnits;
const auto boxWidthDesignUnits = boxLeftDesignUnits + boxRightDesignUnits;
const auto cellWidthDesignUnits = widthPixels * fontMetrics.designUnitsPerEm / scaledFontSize;
const auto cellLeftDesignUnits = cellWidthDesignUnits / 2;
const auto cellRightDesignUnits = cellLeftDesignUnits;
const auto boxTouchesCellLeft = boxLeftDesignUnits >= cellLeftDesignUnits;
const auto boxTouchesCellRight = boxRightDesignUnits >= cellRightDesignUnits;
const auto boxIsWideEnoughForCell = boxWidthDesignUnits >= cellWidthDesignUnits;
if (!(boxTouchesCellLeft && boxTouchesCellRight && boxIsWideEnoughForCell))
{
boxHorizontalScaleFactor = std::max(cellWidthDesignUnits / boxWidthDesignUnits, 1.0f);
const auto extraLeft = boxLeftDesignUnits * boxHorizontalScaleFactor - cellLeftDesignUnits;
const auto extraRight = boxRightDesignUnits * boxHorizontalScaleFactor - cellRightDesignUnits;
const auto boxHorizontalTranslationDesignUnits = (extraLeft - extraRight) / 2;
boxHorizontalTranslation = boxHorizontalTranslationDesignUnits * scaledFontSize / fontMetrics.designUnitsPerEm;
}
}
// If we set anything, make a drawing effect. Otherwise, there isn't one.
if (defaultBoxVerticalScaleFactor != boxVerticalScaleFactor ||
defaultBoxVerticalTranslation != boxVerticalTranslation ||
defaultBoxHorizontalScaleFactor != boxHorizontalScaleFactor ||
defaultBoxHorizontalTranslation != boxHorizontalTranslation)
{
// OK, make the object that will represent our effect, stuff the metrics into it, and return it.
RETURN_IF_FAILED(WRL::MakeAndInitialize<BoxDrawingEffect>(effect, boxVerticalScaleFactor, boxVerticalTranslation, boxHorizontalScaleFactor, boxHorizontalTranslation));
}
return S_OK;
}
CATCH_RETURN()
#pragma endregion
#pragma region internal Run manipulation functions for storing information from sink callbacks

View File

@@ -11,6 +11,7 @@
#include <wrl/implements.h>
#include "BoxDrawingEffect.h"
#include "DxFontRenderData.h"
#include "../inc/Cluster.hpp"
namespace Microsoft::Console::Render
@@ -20,14 +21,7 @@ namespace Microsoft::Console::Render
public:
// Based on the Windows 7 SDK sample at https://github.com/pauldotknopf/WindowsSDK7-Samples/tree/master/multimedia/DirectWrite/CustomLayout
CustomTextLayout(gsl::not_null<IDWriteFactory1*> const factory,
gsl::not_null<IDWriteTextAnalyzer1*> const analyzer,
gsl::not_null<IDWriteTextFormat*> const normalFormat,
gsl::not_null<IDWriteTextFormat*> const italicFormat,
gsl::not_null<IDWriteFontFace1*> const normalFont,
gsl::not_null<IDWriteFontFace1*> const italicFont,
size_t const width,
IBoxDrawingEffect* const boxEffect);
CustomTextLayout(gsl::not_null<DxFontRenderData*> const fontRenderData);
[[nodiscard]] HRESULT STDMETHODCALLTYPE AppendClusters(const gsl::span<const ::Microsoft::Console::Render::Cluster> clusters);
@@ -71,8 +65,6 @@ namespace Microsoft::Console::Render
UINT32 textLength,
_In_ IDWriteNumberSubstitution* numberSubstitution) override;
[[nodiscard]] static HRESULT STDMETHODCALLTYPE s_CalculateBoxEffect(IDWriteTextFormat* format, size_t widthPixels, IDWriteFontFace1* face, float fontScale, IBoxDrawingEffect** effect) noexcept;
protected:
// A single contiguous run of characters containing the same analysis results.
struct Run
@@ -157,24 +149,15 @@ namespace Microsoft::Console::Render
[[nodiscard]] static constexpr UINT32 _EstimateGlyphCount(const UINT32 textLength) noexcept;
private:
const ::Microsoft::WRL::ComPtr<IDWriteFactory1> _factory;
// DirectWrite analyzer
const ::Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> _analyzer;
// DirectWrite font render data
DxFontRenderData* _fontRenderData;
// DirectWrite text formats
const ::Microsoft::WRL::ComPtr<IDWriteTextFormat> _format;
const ::Microsoft::WRL::ComPtr<IDWriteTextFormat> _formatItalic;
IDWriteTextFormat* _formatInUse;
// DirectWrite font faces
const ::Microsoft::WRL::ComPtr<IDWriteFontFace1> _font;
const ::Microsoft::WRL::ComPtr<IDWriteFontFace1> _fontItalic;
IDWriteFontFace1* _fontInUse;
// Box drawing effect
const ::Microsoft::WRL::ComPtr<IBoxDrawingEffect> _boxDrawingEffect;
// The text we're analyzing and processing into a layout
std::wstring _text;
std::vector<UINT16> _textClusterColumns;

View File

@@ -0,0 +1,755 @@
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "precomp.h"
#include "DxFontRenderData.h"
static constexpr float POINTS_PER_INCH = 72.0f;
static constexpr std::wstring_view FALLBACK_FONT_FACES[] = { L"Consolas", L"Lucida Console", L"Courier New" };
static constexpr std::wstring_view FALLBACK_LOCALE = L"en-us";
using namespace Microsoft::Console::Render;
DxFontRenderData::DxFontRenderData(::Microsoft::WRL::ComPtr<IDWriteFactory1> dwriteFactory) noexcept :
_dwriteFactory(dwriteFactory),
_glyphCell{},
_lineMetrics({}),
_boxDrawingEffect{}
{
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> DxFontRenderData::Analyzer() noexcept
{
return _dwriteTextAnalyzer;
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFallback> DxFontRenderData::SystemFontFallback()
{
if (!_systemFontFallback)
{
::Microsoft::WRL::ComPtr<IDWriteFactory2> factory2;
THROW_IF_FAILED(_dwriteFactory.As(&factory2));
factory2->GetSystemFontFallback(&_systemFontFallback);
}
return _systemFontFallback;
}
[[nodiscard]] til::size DxFontRenderData::GlyphCell() noexcept
{
return _glyphCell;
}
[[nodiscard]] DxFontRenderData::LineMetrics DxFontRenderData::GetLineMetrics() noexcept
{
return _lineMetrics;
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteTextFormat> DxFontRenderData::DefaultTextFormat() noexcept
{
return _dwriteTextFormat;
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxFontRenderData::DefaultFontFace() noexcept
{
return _dwriteFontFace;
}
[[nodiscard]] Microsoft::WRL::ComPtr<IBoxDrawingEffect> DxFontRenderData::DefaultBoxDrawingEffect() noexcept
{
return _boxDrawingEffect;
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteTextFormat> DxFontRenderData::ItalicTextFormat() noexcept
{
return _dwriteTextFormatItalic;
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxFontRenderData::ItalicFontFace() noexcept
{
return _dwriteFontFaceItalic;
}
// Routine Description:
// - Updates the font used for drawing
// Arguments:
// - desired - Information specifying the font that is requested
// - actual - Filled with the nearest font actually chosen for drawing
// - dpi - The DPI of the screen
// Return Value:
// - S_OK or relevant DirectX error
[[nodiscard]] HRESULT DxFontRenderData::UpdateFont(const FontInfoDesired& desired, FontInfo& actual, const int dpi) noexcept
{
try
{
_userLocaleName.clear();
std::wstring fontName(desired.GetFaceName());
DWRITE_FONT_WEIGHT weight = static_cast<DWRITE_FONT_WEIGHT>(desired.GetWeight());
DWRITE_FONT_STYLE style = DWRITE_FONT_STYLE_NORMAL;
DWRITE_FONT_STRETCH stretch = DWRITE_FONT_STRETCH_NORMAL;
std::wstring localeName = _GetUserLocaleName();
// _ResolveFontFaceWithFallback overrides the last argument with the locale name of the font,
// but we should use the system's locale to render the text.
std::wstring fontLocaleName = localeName;
const auto face = _ResolveFontFaceWithFallback(fontName, weight, stretch, style, fontLocaleName);
DWRITE_FONT_METRICS1 fontMetrics;
face->GetMetrics(&fontMetrics);
const UINT32 spaceCodePoint = L'M';
UINT16 spaceGlyphIndex;
THROW_IF_FAILED(face->GetGlyphIndicesW(&spaceCodePoint, 1, &spaceGlyphIndex));
INT32 advanceInDesignUnits;
THROW_IF_FAILED(face->GetDesignGlyphAdvances(1, &spaceGlyphIndex, &advanceInDesignUnits));
DWRITE_GLYPH_METRICS spaceMetrics = { 0 };
THROW_IF_FAILED(face->GetDesignGlyphMetrics(&spaceGlyphIndex, 1, &spaceMetrics));
// The math here is actually:
// Requested Size in Points * DPI scaling factor * Points to Pixels scaling factor.
// - DPI = dots per inch
// - PPI = points per inch or "points" as usually seen when choosing a font size
// - The DPI scaling factor is the current monitor DPI divided by 96, the default DPI.
// - The Points to Pixels factor is based on the typography definition of 72 points per inch.
// As such, converting requires taking the 96 pixel per inch default and dividing by the 72 points per inch
// to get a factor of 1 and 1/3.
// This turns into something like:
// - 12 ppi font * (96 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 16 pixels tall font for 100% display (96 dpi is 100%)
// - 12 ppi font * (144 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 24 pixels tall font for 150% display (144 dpi is 150%)
// - 12 ppi font * (192 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 32 pixels tall font for 200% display (192 dpi is 200%)
float heightDesired = static_cast<float>(desired.GetEngineSize().Y) * static_cast<float>(USER_DEFAULT_SCREEN_DPI) / POINTS_PER_INCH;
// The advance is the number of pixels left-to-right (X dimension) for the given font.
// We're finding a proportional factor here with the design units in "ems", not an actual pixel measurement.
// Now we play trickery with the font size. Scale by the DPI to get the height we expect.
heightDesired *= (static_cast<float>(dpi) / static_cast<float>(USER_DEFAULT_SCREEN_DPI));
const float widthAdvance = static_cast<float>(advanceInDesignUnits) / fontMetrics.designUnitsPerEm;
// Use the real pixel height desired by the "em" factor for the width to get the number of pixels
// we will need per character in width. This will almost certainly result in fractional X-dimension pixels.
const float widthApprox = heightDesired * widthAdvance;
// Since we can't deal with columns of the presentation grid being fractional pixels in width, round to the nearest whole pixel.
const float widthExact = round(widthApprox);
// Now reverse the "em" factor from above to turn the exact pixel width into a (probably) fractional
// height in pixels of each character. It's easier for us to pad out height and align vertically
// than it is horizontally.
const auto fontSize = widthExact / widthAdvance;
// Now figure out the basic properties of the character height which include ascent and descent
// for this specific font size.
const float ascent = (fontSize * fontMetrics.ascent) / fontMetrics.designUnitsPerEm;
const float descent = (fontSize * fontMetrics.descent) / fontMetrics.designUnitsPerEm;
// Get the gap.
const float gap = (fontSize * fontMetrics.lineGap) / fontMetrics.designUnitsPerEm;
const float halfGap = gap / 2;
// We're going to build a line spacing object here to track all of this data in our format.
DWRITE_LINE_SPACING lineSpacing = {};
lineSpacing.method = DWRITE_LINE_SPACING_METHOD_UNIFORM;
// We need to make sure the baseline falls on a round pixel (not a fractional pixel).
// If the baseline is fractional, the text appears blurry, especially at small scales.
// Since we also need to make sure the bounding box as a whole is round pixels
// (because the entire console system maths in full cell units),
// we're just going to ceiling up the ascent and descent to make a full pixel amount
// and set the baseline to the full round pixel ascent value.
//
// For reference, for the letters "ag":
// ...
// gggggg bottom of previous line
//
// ----------------- <===========================================|
// | topSideBearing | 1/2 lineGap |
// aaaaaa ggggggg <-------------------------|-------------| |
// a g g | | |
// aaaaa ggggg |<-ascent | |
// a a g | | |---- lineHeight
// aaaaa a gggggg <----baseline, verticalOriginY----------|---|
// g g |<-descent | |
// gggggg <-------------------------|-------------| |
// | bottomSideBearing | 1/2 lineGap |
// ----------------- <===========================================|
//
// aaaaaa ggggggg top of next line
// ...
//
// Also note...
// We're going to add half the line gap to the ascent and half the line gap to the descent
// to ensure that the spacing is balanced vertically.
// Generally speaking, the line gap is added to the ascent by DirectWrite itself for
// horizontally drawn text which can place the baseline and glyphs "lower" in the drawing
// box than would be desired for proper alignment of things like line and box characters
// which will try to sit centered in the area and touch perfectly with their neighbors.
const auto fullPixelAscent = ceil(ascent + halfGap);
const auto fullPixelDescent = ceil(descent + halfGap);
lineSpacing.height = fullPixelAscent + fullPixelDescent;
lineSpacing.baseline = fullPixelAscent;
// According to MSDN (https://docs.microsoft.com/en-us/windows/win32/api/dwrite_3/ne-dwrite_3-dwrite_font_line_gap_usage)
// Setting "ENABLED" means we've included the line gapping in the spacing numbers given.
lineSpacing.fontLineGapUsage = DWRITE_FONT_LINE_GAP_USAGE_ENABLED;
// Create the font with the fractional pixel height size.
// It should have an integer pixel width by our math above.
// Then below, apply the line spacing to the format to position the floating point pixel height characters
// into a cell that has an integer pixel height leaving some padding above/below as necessary to round them out.
Microsoft::WRL::ComPtr<IDWriteTextFormat> format;
THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(fontName.data(),
nullptr,
weight,
style,
stretch,
fontSize,
localeName.data(),
&format));
THROW_IF_FAILED(format.As(&_dwriteTextFormat));
// We also need to create an italic variant of the font face and text
// format, based on the same parameters, but using an italic style.
std::wstring fontNameItalic = fontName;
DWRITE_FONT_WEIGHT weightItalic = weight;
DWRITE_FONT_STYLE styleItalic = DWRITE_FONT_STYLE_ITALIC;
DWRITE_FONT_STRETCH stretchItalic = stretch;
const auto faceItalic = _ResolveFontFaceWithFallback(fontNameItalic, weightItalic, stretchItalic, styleItalic, fontLocaleName);
Microsoft::WRL::ComPtr<IDWriteTextFormat> formatItalic;
THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(fontNameItalic.data(),
nullptr,
weightItalic,
styleItalic,
stretchItalic,
fontSize,
localeName.data(),
&formatItalic));
THROW_IF_FAILED(formatItalic.As(&_dwriteTextFormatItalic));
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer> analyzer;
THROW_IF_FAILED(_dwriteFactory->CreateTextAnalyzer(&analyzer));
THROW_IF_FAILED(analyzer.As(&_dwriteTextAnalyzer));
_dwriteFontFace = face;
_dwriteFontFaceItalic = faceItalic;
THROW_IF_FAILED(_dwriteTextFormat->SetLineSpacing(lineSpacing.method, lineSpacing.height, lineSpacing.baseline));
THROW_IF_FAILED(_dwriteTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR));
THROW_IF_FAILED(_dwriteTextFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP));
// The scaled size needs to represent the pixel box that each character will fit within for the purposes
// of hit testing math and other such multiplication/division.
COORD coordSize = { 0 };
coordSize.X = gsl::narrow<SHORT>(widthExact);
coordSize.Y = gsl::narrow_cast<SHORT>(lineSpacing.height);
// Unscaled is for the purposes of re-communicating this font back to the renderer again later.
// As such, we need to give the same original size parameter back here without padding
// or rounding or scaling manipulation.
const COORD unscaled = desired.GetEngineSize();
const COORD scaled = coordSize;
actual.SetFromEngine(fontName,
desired.GetFamily(),
_dwriteTextFormat->GetFontWeight(),
false,
scaled,
unscaled);
LineMetrics lineMetrics;
// There is no font metric for the grid line width, so we use a small
// multiple of the font size, which typically rounds to a pixel.
lineMetrics.gridlineWidth = std::round(fontSize * 0.025f);
// All other line metrics are in design units, so to get a pixel value,
// we scale by the font size divided by the design-units-per-em.
const auto scale = fontSize / fontMetrics.designUnitsPerEm;
lineMetrics.underlineOffset = std::round(fontMetrics.underlinePosition * scale);
lineMetrics.underlineWidth = std::round(fontMetrics.underlineThickness * scale);
lineMetrics.strikethroughOffset = std::round(fontMetrics.strikethroughPosition * scale);
lineMetrics.strikethroughWidth = std::round(fontMetrics.strikethroughThickness * scale);
// We always want the lines to be visible, so if a stroke width ends up
// at zero after rounding, we need to make it at least 1 pixel.
lineMetrics.gridlineWidth = std::max(lineMetrics.gridlineWidth, 1.0f);
lineMetrics.underlineWidth = std::max(lineMetrics.underlineWidth, 1.0f);
lineMetrics.strikethroughWidth = std::max(lineMetrics.strikethroughWidth, 1.0f);
// Offsets are relative to the base line of the font, so we subtract
// from the ascent to get an offset relative to the top of the cell.
lineMetrics.underlineOffset = fullPixelAscent - lineMetrics.underlineOffset;
lineMetrics.strikethroughOffset = fullPixelAscent - lineMetrics.strikethroughOffset;
// For double underlines we need a second offset, just below the first,
// but with a bit of a gap (about double the grid line width).
lineMetrics.underlineOffset2 = lineMetrics.underlineOffset +
lineMetrics.underlineWidth +
std::round(fontSize * 0.05f);
// However, we don't want the underline to extend past the bottom of the
// cell, so we clamp the offset to fit just inside.
const auto maxUnderlineOffset = lineSpacing.height - lineMetrics.underlineWidth;
lineMetrics.underlineOffset2 = std::min(lineMetrics.underlineOffset2, maxUnderlineOffset);
// But if the resulting gap isn't big enough even to register as a thicker
// line, it's better to place the second line slightly above the first.
if (lineMetrics.underlineOffset2 < lineMetrics.underlineOffset + lineMetrics.gridlineWidth)
{
lineMetrics.underlineOffset2 = lineMetrics.underlineOffset - lineMetrics.gridlineWidth;
}
// We also add half the stroke width to the offsets, since the line
// coordinates designate the center of the line.
lineMetrics.underlineOffset += lineMetrics.underlineWidth / 2.0f;
lineMetrics.underlineOffset2 += lineMetrics.underlineWidth / 2.0f;
lineMetrics.strikethroughOffset += lineMetrics.strikethroughWidth / 2.0f;
_lineMetrics = lineMetrics;
_glyphCell = actual.GetSize();
// Calculate and cache the box effect for the base font. Scale is 1.0f because the base font is exactly the scale we want already.
RETURN_IF_FAILED(s_CalculateBoxEffect(DefaultTextFormat().Get(), _glyphCell.width(), DefaultFontFace().Get(), 1.0f, &_boxDrawingEffect));
}
CATCH_RETURN();
return S_OK;
}
// Routine Description:
// - Calculates the box drawing scale/translate matrix values to fit a box glyph into the cell as perfectly as possible.
// Arguments:
// - format - Text format used to determine line spacing (height including ascent & descent) as calculated from the base font.
// - widthPixels - The pixel width of the available cell.
// - face - The font face that is currently being used, may differ from the base font from the layout.
// - fontScale - if the given font face is going to be scaled versus the format, we need to know so we can compensate for that. pass 1.0f for no scaling.
// - effect - Receives the effect to apply to box drawing characters. If no effect is received, special treatment isn't required.
// Return Value:
// - S_OK, GSL/WIL errors, DirectWrite errors, or math errors.
[[nodiscard]] HRESULT STDMETHODCALLTYPE DxFontRenderData::s_CalculateBoxEffect(IDWriteTextFormat* format, size_t widthPixels, IDWriteFontFace1* face, float fontScale, IBoxDrawingEffect** effect) noexcept
try
{
// Check for bad in parameters.
RETURN_HR_IF(E_INVALIDARG, !format);
RETURN_HR_IF(E_INVALIDARG, !face);
// Check the out parameter and fill it up with null.
RETURN_HR_IF(E_INVALIDARG, !effect);
*effect = nullptr;
// The format is based around the main font that was specified by the user.
// We need to know its size as well as the final spacing that was calculated around
// it when it was first selected to get an idea of how large the bounding box is.
const auto fontSize = format->GetFontSize();
DWRITE_LINE_SPACING_METHOD spacingMethod;
float lineSpacing; // total height of the cells
float baseline; // vertical position counted down from the top where the characters "sit"
RETURN_IF_FAILED(format->GetLineSpacing(&spacingMethod, &lineSpacing, &baseline));
const float ascentPixels = baseline;
const float descentPixels = lineSpacing - baseline;
// We need this for the designUnitsPerEm which will be required to move back and forth between
// Design Units and Pixels. I'll elaborate below.
DWRITE_FONT_METRICS1 fontMetrics;
face->GetMetrics(&fontMetrics);
// If we had font fallback occur, the size of the font given to us (IDWriteFontFace1) can be different
// than the font size used for the original format (IDWriteTextFormat).
const auto scaledFontSize = fontScale * fontSize;
// This is Unicode FULL BLOCK U+2588.
// We presume that FULL BLOCK should be filling its entire cell in all directions so it should provide a good basis
// in knowing exactly where to touch every single edge.
// We're also presuming that the other box/line drawing glyphs were authored in this font to perfectly inscribe
// inside of FULL BLOCK, with the same left/top/right/bottom bearings so they would look great when drawn adjacent.
const UINT32 blockCodepoint = L'\x2588';
// Get the index of the block out of the font.
UINT16 glyphIndex;
RETURN_IF_FAILED(face->GetGlyphIndicesW(&blockCodepoint, 1, &glyphIndex));
// If it was 0, it wasn't found in the font. We're going to try again with
// Unicode BOX DRAWINGS LIGHT VERTICAL AND HORIZONTAL U+253C which should be touching
// all the edges of the possible rectangle, much like a full block should.
if (glyphIndex == 0)
{
const UINT32 alternateCp = L'\x253C';
RETURN_IF_FAILED(face->GetGlyphIndicesW(&alternateCp, 1, &glyphIndex));
}
// If we still didn't find the glyph index, we haven't implemented any further logic to figure out the box dimensions.
// So we're just going to leave successfully as is and apply no scaling factor. It might look not-right, but it won't
// stop the rendering pipeline.
RETURN_HR_IF(S_FALSE, glyphIndex == 0);
// Get the metrics of the given glyph, which we're going to treat as the outline box in which all line/block drawing
// glyphs will be inscribed within, perfectly touching each edge as to align when two cells meet.
DWRITE_GLYPH_METRICS boxMetrics = { 0 };
RETURN_IF_FAILED(face->GetDesignGlyphMetrics(&glyphIndex, 1, &boxMetrics));
// NOTE: All metrics we receive from DWRITE are going to be in "design units" which are a somewhat agnostic
// way of describing proportions.
// Converting back and forth between real pixels and design units is possible using
// any font's specific fontSize and the designUnitsPerEm FONT_METRIC value.
//
// Here's what to know about the boxMetrics:
//
//
//
// topLeft --> +--------------------------------+ ---
// | ^ | |
// | | topSide | |
// | | Bearing | |
// | v | |
// | +-----------------+ | |
// | | | | |
// | | | | | a
// | | | | | d
// | | | | | v
// +<---->+ | | | a
// | | | | | n
// | left | | | | c
// | Side | | | | e
// | Bea- | | | | H
// | ring | | right | | e
// vertical | | | Side | | i
// OriginY --> x | | Bea- | | g
// | | | ring | | h
// | | | | | t
// | | +<----->+ |
// | +-----------------+ | |
// | ^ | |
// | bottomSide | | |
// | Bearing | | |
// | v | |
// +--------------------------------+ ---
//
//
// | |
// +--------------------------------+
// | advanceWidth |
//
//
// NOTE: The bearings can be negative, in which case it is specifying that the glyphs overhang the box
// as defined by the advanceHeight/width.
// See also: https://docs.microsoft.com/en-us/windows/win32/api/dwrite/ns-dwrite-dwrite_glyph_metrics
// The scale is a multiplier and the translation is addition. So *1 and +0 will mean nothing happens.
const float defaultBoxVerticalScaleFactor = 1.0f;
float boxVerticalScaleFactor = defaultBoxVerticalScaleFactor;
const float defaultBoxVerticalTranslation = 0.0f;
float boxVerticalTranslation = defaultBoxVerticalTranslation;
{
// First, find the dimensions of the glyph representing our fully filled box.
// Ascent is how far up from the baseline we'll draw.
// verticalOriginY is the measure from the topLeft corner of the bounding box down to where
// the glyph's version of the baseline is.
// topSideBearing is how much "gap space" is left between that topLeft and where the glyph
// starts drawing. Subtract the gap space to find how far is drawn upward from baseline.
const auto boxAscentDesignUnits = boxMetrics.verticalOriginY - boxMetrics.topSideBearing;
// Descent is how far down from the baseline we'll draw.
// advanceHeight is the total height of the drawn bounding box.
// verticalOriginY is how much was given to the ascent, so subtract that out.
// What remains is then the descent value. Remove the
// bottomSideBearing as the "gap space" on the bottom to find how far is drawn downward from baseline.
const auto boxDescentDesignUnits = boxMetrics.advanceHeight - boxMetrics.verticalOriginY - boxMetrics.bottomSideBearing;
// The height, then, of the entire box is just the sum of the ascent above the baseline and the descent below.
const auto boxHeightDesignUnits = boxAscentDesignUnits + boxDescentDesignUnits;
// Second, find the dimensions of the cell we're going to attempt to fit within.
// We know about the exact ascent/descent units in pixels as calculated when we chose a font and
// adjusted the ascent/descent for a nice perfect baseline and integer total height.
// All we need to do is adapt it into Design Units so it meshes nicely with the Design Units above.
// Use the formula: Pixels * Design Units Per Em / Font Size = Design Units
const auto cellAscentDesignUnits = ascentPixels * fontMetrics.designUnitsPerEm / scaledFontSize;
const auto cellDescentDesignUnits = descentPixels * fontMetrics.designUnitsPerEm / scaledFontSize;
const auto cellHeightDesignUnits = cellAscentDesignUnits + cellDescentDesignUnits;
// OK, now do a few checks. If the drawn box touches the top and bottom of the cell
// and the box is overall tall enough, then we'll not bother adjusting.
// We will presume the font author has set things as they wish them to be.
const auto boxTouchesCellTop = boxAscentDesignUnits >= cellAscentDesignUnits;
const auto boxTouchesCellBottom = boxDescentDesignUnits >= cellDescentDesignUnits;
const auto boxIsTallEnoughForCell = boxHeightDesignUnits >= cellHeightDesignUnits;
// If not...
if (!(boxTouchesCellTop && boxTouchesCellBottom && boxIsTallEnoughForCell))
{
// Find a scaling factor that will make the total height drawn of this box
// perfectly fit the same number of design units as the cell.
// Since scale factor is a multiplier, it doesn't matter that this is design units.
// The fraction between the two heights in pixels should be exactly the same
// (which is what will matter when we go to actually render it... the pixels that is.)
// Don't scale below 1.0. If it'd shrink, just center it at the prescribed scale.
boxVerticalScaleFactor = std::max(cellHeightDesignUnits / boxHeightDesignUnits, 1.0f);
// The box as scaled might be hanging over the top or bottom of the cell (or both).
// We find out the amount of overhang/underhang on both the top and the bottom.
const auto extraAscent = boxAscentDesignUnits * boxVerticalScaleFactor - cellAscentDesignUnits;
const auto extraDescent = boxDescentDesignUnits * boxVerticalScaleFactor - cellDescentDesignUnits;
// This took a bit of time and effort and it's difficult to put into words, but here goes.
// We want the average of the two magnitudes to find out how much to "take" from one and "give"
// to the other such that both are equal. We presume the glyphs are designed to be drawn
// centered in their box vertically to look good.
// The ordering around subtraction is required to ensure that the direction is correct with a negative
// translation moving up (taking excess descent and adding to ascent) and positive is the opposite.
const auto boxVerticalTranslationDesignUnits = (extraAscent - extraDescent) / 2;
// The translation is just a raw movement of pixels up or down. Since we were working in Design Units,
// we need to run the opposite algorithm shown above to go from Design Units to Pixels.
boxVerticalTranslation = boxVerticalTranslationDesignUnits * scaledFontSize / fontMetrics.designUnitsPerEm;
}
}
// The horizontal adjustments follow the exact same logic as the vertical ones.
const float defaultBoxHorizontalScaleFactor = 1.0f;
float boxHorizontalScaleFactor = defaultBoxHorizontalScaleFactor;
const float defaultBoxHorizontalTranslation = 0.0f;
float boxHorizontalTranslation = defaultBoxHorizontalTranslation;
{
// This is the only difference. We don't have a horizontalOriginX from the metrics.
// However, https://docs.microsoft.com/en-us/windows/win32/api/dwrite/ns-dwrite-dwrite_glyph_metrics says
// the X coordinate is specified by half the advanceWidth to the right of the horizontalOrigin.
// So we'll use that as the "center" and apply it the role that verticalOriginY had above.
const auto boxCenterDesignUnits = boxMetrics.advanceWidth / 2;
const auto boxLeftDesignUnits = boxCenterDesignUnits - boxMetrics.leftSideBearing;
const auto boxRightDesignUnits = boxMetrics.advanceWidth - boxMetrics.rightSideBearing - boxCenterDesignUnits;
const auto boxWidthDesignUnits = boxLeftDesignUnits + boxRightDesignUnits;
const auto cellWidthDesignUnits = widthPixels * fontMetrics.designUnitsPerEm / scaledFontSize;
const auto cellLeftDesignUnits = cellWidthDesignUnits / 2;
const auto cellRightDesignUnits = cellLeftDesignUnits;
const auto boxTouchesCellLeft = boxLeftDesignUnits >= cellLeftDesignUnits;
const auto boxTouchesCellRight = boxRightDesignUnits >= cellRightDesignUnits;
const auto boxIsWideEnoughForCell = boxWidthDesignUnits >= cellWidthDesignUnits;
if (!(boxTouchesCellLeft && boxTouchesCellRight && boxIsWideEnoughForCell))
{
boxHorizontalScaleFactor = std::max(cellWidthDesignUnits / boxWidthDesignUnits, 1.0f);
const auto extraLeft = boxLeftDesignUnits * boxHorizontalScaleFactor - cellLeftDesignUnits;
const auto extraRight = boxRightDesignUnits * boxHorizontalScaleFactor - cellRightDesignUnits;
const auto boxHorizontalTranslationDesignUnits = (extraLeft - extraRight) / 2;
boxHorizontalTranslation = boxHorizontalTranslationDesignUnits * scaledFontSize / fontMetrics.designUnitsPerEm;
}
}
// If we set anything, make a drawing effect. Otherwise, there isn't one.
if (defaultBoxVerticalScaleFactor != boxVerticalScaleFactor ||
defaultBoxVerticalTranslation != boxVerticalTranslation ||
defaultBoxHorizontalScaleFactor != boxHorizontalScaleFactor ||
defaultBoxHorizontalTranslation != boxHorizontalTranslation)
{
// OK, make the object that will represent our effect, stuff the metrics into it, and return it.
RETURN_IF_FAILED(WRL::MakeAndInitialize<BoxDrawingEffect>(effect, boxVerticalScaleFactor, boxVerticalTranslation, boxHorizontalScaleFactor, boxHorizontalTranslation));
}
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Attempts to locate the font given, but then begins falling back if we cannot find it.
// - We'll try to fall back to Consolas with the given weight/stretch/style first,
// then try Consolas again with normal weight/stretch/style,
// and if nothing works, then we'll throw an error.
// Arguments:
// - familyName - The font name we should be looking for
// - weight - The weight (bold, light, etc.)
// - stretch - The stretch of the font is the spacing between each letter
// - style - Normal, italic, etc.
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxFontRenderData::_ResolveFontFaceWithFallback(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const
{
auto face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (!face)
{
for (const auto fallbackFace : FALLBACK_FONT_FACES)
{
familyName = fallbackFace;
face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (face)
{
break;
}
familyName = fallbackFace;
weight = DWRITE_FONT_WEIGHT_NORMAL;
stretch = DWRITE_FONT_STRETCH_NORMAL;
style = DWRITE_FONT_STYLE_NORMAL;
face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (face)
{
break;
}
}
}
THROW_HR_IF_NULL(E_FAIL, face);
return face;
}
// Routine Description:
// - Locates a suitable font face from the given information
// Arguments:
// - familyName - The font name we should be looking for
// - weight - The weight (bold, light, etc.)
// - stretch - The stretch of the font is the spacing between each letter
// - style - Normal, italic, etc.
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxFontRenderData::_FindFontFace(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const
{
Microsoft::WRL::ComPtr<IDWriteFontFace1> fontFace;
Microsoft::WRL::ComPtr<IDWriteFontCollection> fontCollection;
THROW_IF_FAILED(_dwriteFactory->GetSystemFontCollection(&fontCollection, false));
UINT32 familyIndex;
BOOL familyExists;
THROW_IF_FAILED(fontCollection->FindFamilyName(familyName.data(), &familyIndex, &familyExists));
if (familyExists)
{
Microsoft::WRL::ComPtr<IDWriteFontFamily> fontFamily;
THROW_IF_FAILED(fontCollection->GetFontFamily(familyIndex, &fontFamily));
Microsoft::WRL::ComPtr<IDWriteFont> font;
THROW_IF_FAILED(fontFamily->GetFirstMatchingFont(weight, stretch, style, &font));
Microsoft::WRL::ComPtr<IDWriteFontFace> fontFace0;
THROW_IF_FAILED(font->CreateFontFace(&fontFace0));
THROW_IF_FAILED(fontFace0.As(&fontFace));
// Retrieve metrics in case the font we created was different than what was requested.
weight = font->GetWeight();
stretch = font->GetStretch();
style = font->GetStyle();
// Dig the family name out at the end to return it.
familyName = _GetFontFamilyName(fontFamily.Get(), localeName);
}
return fontFace;
}
// Routine Description:
// - Retrieves the font family name out of the given object in the given locale.
// - If we can't find a valid name for the given locale, we'll fallback and report it back.
// Arguments:
// - fontFamily - DirectWrite font family object
// - localeName - The locale in which the name should be retrieved.
// - If fallback occurred, this is updated to what we retrieved instead.
// Return Value:
// - Localized string name of the font family
[[nodiscard]] std::wstring DxFontRenderData::_GetFontFamilyName(gsl::not_null<IDWriteFontFamily*> const fontFamily,
std::wstring& localeName) const
{
// See: https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nn-dwrite-idwritefontcollection
Microsoft::WRL::ComPtr<IDWriteLocalizedStrings> familyNames;
THROW_IF_FAILED(fontFamily->GetFamilyNames(&familyNames));
// First we have to find the right family name for the locale. We're going to bias toward what the caller
// requested, but fallback if we need to and reply with the locale we ended up choosing.
UINT32 index = 0;
BOOL exists = false;
// This returns S_OK whether or not it finds a locale name. Check exists field instead.
// If it returns an error, it's a real problem, not an absence of this locale name.
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-findlocalename
THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists));
// If we tried and it still doesn't exist, try with the fallback locale.
if (!exists)
{
localeName = FALLBACK_LOCALE;
THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists));
}
// If it still doesn't exist, we're going to try index 0.
if (!exists)
{
index = 0;
// Get the locale name out so at least the caller knows what locale this name goes with.
UINT32 length = 0;
THROW_IF_FAILED(familyNames->GetLocaleNameLength(index, &length));
localeName.resize(length);
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalenamelength
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalename
// GetLocaleNameLength does not include space for null terminator, but GetLocaleName needs it so add one.
THROW_IF_FAILED(familyNames->GetLocaleName(index, localeName.data(), length + 1));
}
// OK, now that we've decided which family name and the locale that it's in... let's go get it.
UINT32 length = 0;
THROW_IF_FAILED(familyNames->GetStringLength(index, &length));
// Make our output buffer and resize it so it is allocated.
std::wstring retVal;
retVal.resize(length);
// FINALLY, go fetch the string name.
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstringlength
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstring
// Once again, GetStringLength is without the null, but GetString needs the null. So add one.
THROW_IF_FAILED(familyNames->GetString(index, retVal.data(), length + 1));
// and return it.
return retVal;
}
[[nodiscard]] std::wstring DxFontRenderData::_GetUserLocaleName()
{
if (_userLocaleName.empty())
{
std::array<wchar_t, LOCALE_NAME_MAX_LENGTH> localeName;
const auto returnCode = GetUserDefaultLocaleName(localeName.data(), gsl::narrow<int>(localeName.size()));
if (returnCode)
{
_userLocaleName = { localeName.data() };
}
else
{
_userLocaleName = { FALLBACK_LOCALE.data(), FALLBACK_LOCALE.size() };
}
}
return _userLocaleName;
}

View File

@@ -0,0 +1,96 @@
// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#pragma once
#include "../../renderer/inc/FontInfoDesired.hpp"
#include "BoxDrawingEffect.h"
#include <dwrite.h>
#include <dwrite_1.h>
#include <dwrite_2.h>
#include <dwrite_3.h>
#include <wrl.h>
namespace Microsoft::Console::Render
{
class DxFontRenderData
{
public:
struct LineMetrics
{
float gridlineWidth;
float underlineOffset;
float underlineOffset2;
float underlineWidth;
float strikethroughOffset;
float strikethroughWidth;
};
DxFontRenderData(::Microsoft::WRL::ComPtr<IDWriteFactory1> dwriteFactory) noexcept;
// DirectWrite text analyzer from the factory
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> Analyzer() noexcept;
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFallback> SystemFontFallback();
[[nodiscard]] til::size GlyphCell() noexcept;
[[nodiscard]] LineMetrics GetLineMetrics() noexcept;
// The DirectWrite format object representing the size and other text properties to be applied (by default)
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteTextFormat> DefaultTextFormat() noexcept;
// The DirectWrite font face to use while calculating layout (by default)
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DefaultFontFace() noexcept;
// Box drawing scaling effects that are cached for the base font across layouts
[[nodiscard]] Microsoft::WRL::ComPtr<IBoxDrawingEffect> DefaultBoxDrawingEffect() noexcept;
// The italic variant of the format object representing the size and other text properties for italic text
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteTextFormat> ItalicTextFormat() noexcept;
// The italic variant of the font face to use while calculating layout for italic text
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> ItalicFontFace() noexcept;
[[nodiscard]] HRESULT UpdateFont(const FontInfoDesired& desired, FontInfo& fiFontInfo, const int dpi) noexcept;
[[nodiscard]] static HRESULT STDMETHODCALLTYPE s_CalculateBoxEffect(IDWriteTextFormat* format, size_t widthPixels, IDWriteFontFace1* face, float fontScale, IBoxDrawingEffect** effect) noexcept;
private:
[[nodiscard]] ::Microsoft::WRL::ComPtr<IDWriteFontFace1> _ResolveFontFaceWithFallback(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const;
[[nodiscard]] ::Microsoft::WRL::ComPtr<IDWriteFontFace1> _FindFontFace(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const;
[[nodiscard]] std::wstring _GetFontFamilyName(gsl::not_null<IDWriteFontFamily*> const fontFamily,
std::wstring& localeName) const;
// A locale that can be used on construction of assorted DX objects that want to know one.
[[nodiscard]] std::wstring _GetUserLocaleName();
::Microsoft::WRL::ComPtr<IDWriteFactory1> _dwriteFactory;
::Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> _dwriteTextAnalyzer;
::Microsoft::WRL::ComPtr<IDWriteTextFormat> _dwriteTextFormat;
::Microsoft::WRL::ComPtr<IDWriteTextFormat> _dwriteTextFormatItalic;
::Microsoft::WRL::ComPtr<IDWriteFontFace1> _dwriteFontFace;
::Microsoft::WRL::ComPtr<IDWriteFontFace1> _dwriteFontFaceItalic;
::Microsoft::WRL::ComPtr<IBoxDrawingEffect> _boxDrawingEffect;
::Microsoft::WRL::ComPtr<IDWriteFontFallback> _systemFontFallback;
std::wstring _userLocaleName;
til::size _glyphCell;
LineMetrics _lineMetrics;
};
}

View File

@@ -51,10 +51,6 @@ D3D11_INPUT_ELEMENT_DESC _shaderInputLayout[] = {
#pragma hdrstop
static constexpr float POINTS_PER_INCH = 72.0f;
static constexpr std::wstring_view FALLBACK_FONT_FACES[] = { L"Consolas", L"Lucida Console", L"Courier New" };
static constexpr std::wstring_view FALLBACK_LOCALE = L"en-us";
using namespace Microsoft::Console::Render;
using namespace Microsoft::Console::Types;
@@ -82,8 +78,6 @@ DxEngine::DxEngine() :
_foregroundColor{ 0 },
_backgroundColor{ 0 },
_selectionBackground{},
_glyphCell{},
_boxDrawingEffect{},
_haveDeviceResources{ false },
_swapChainDesc{ 0 },
_swapChainFrameLatencyWaitableObject{ INVALID_HANDLE_VALUE },
@@ -121,6 +115,8 @@ DxEngine::DxEngine() :
// Initialize our default selection color to DEFAULT_FOREGROUND, but make
// sure to set to to a D2D1::ColorF
SetSelectionBackground(DEFAULT_FOREGROUND);
_fontRenderData = std::make_unique<DxFontRenderData>(_dwriteFactory);
}
// Routine Description:
@@ -910,9 +906,9 @@ try
{
return _dwriteFactory->CreateTextLayout(string,
gsl::narrow<UINT32>(stringLength),
_dwriteTextFormat.Get(),
_fontRenderData->DefaultTextFormat().Get(),
_displaySizePixels.width<float>(),
_glyphCell.height() != 0 ? _glyphCell.height<float>() : _displaySizePixels.height<float>(),
_fontRenderData->GlyphCell().height() != 0 ? _fontRenderData->GlyphCell().height<float>() : _displaySizePixels.height<float>(),
ppTextLayout);
}
CATCH_RETURN()
@@ -936,7 +932,7 @@ try
{
_sizeTarget = Pixels;
_invalidMap.resize(_sizeTarget / _glyphCell, true);
_invalidMap.resize(_sizeTarget / _fontRenderData->GlyphCell(), true);
return S_OK;
}
CATCH_RETURN();
@@ -1080,7 +1076,7 @@ try
{
// Dirty client is in pixels. Use divide specialization against glyph factor to make conversion
// to cells.
_InvalidateRectangle(til::rectangle{ *prcDirtyClient }.scale_down(_glyphCell));
_InvalidateRectangle(til::rectangle{ *prcDirtyClient }.scale_down(_fontRenderData->GlyphCell()));
}
return S_OK;
@@ -1303,7 +1299,7 @@ try
{
// Get the baseline for this font as that's where we draw from
DWRITE_LINE_SPACING spacing;
RETURN_IF_FAILED(_dwriteTextFormat->GetLineSpacing(&spacing.method, &spacing.height, &spacing.baseline));
RETURN_IF_FAILED(_fontRenderData->DefaultTextFormat()->GetLineSpacing(&spacing.method, &spacing.height, &spacing.baseline));
// Assemble the drawing context information
_drawingContext = std::make_unique<DrawingContext>(_d2dDeviceContext.Get(),
@@ -1312,7 +1308,7 @@ try
_ShouldForceGrayscaleAA(),
_dwriteFactory.Get(),
spacing,
_glyphCell,
_fontRenderData->GlyphCell(),
_d2dDeviceContext->GetSize(),
std::nullopt,
D2D1_DRAW_TEXT_OPTIONS_ENABLE_COLOR_FONT);
@@ -1354,14 +1350,14 @@ try
// Scale all dirty rectangles into pixels
std::transform(_presentDirty.begin(), _presentDirty.end(), _presentDirty.begin(), [&](til::rectangle rc) {
return rc.scale_up(_glyphCell);
return rc.scale_up(_fontRenderData->GlyphCell());
});
// Invalid scroll is in characters, convert it to pixels.
const auto scrollPixels = (_invalidScroll * _glyphCell);
const auto scrollPixels = (_invalidScroll * _fontRenderData->GlyphCell());
// The scroll rect is the entire field of cells, but in pixels.
til::rectangle scrollArea{ _invalidMap.size() * _glyphCell };
til::rectangle scrollArea{ _invalidMap.size() * _fontRenderData->GlyphCell() };
// Reduce the size of the rectangle by the scroll.
scrollArea -= til::size{} - scrollPixels;
@@ -1609,7 +1605,7 @@ try
// Runs are counts of cells.
// Use a transform by the size of one cell to convert cells-to-pixels
// as we clear.
_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Scale(_glyphCell));
_d2dDeviceContext->SetTransform(D2D1::Matrix3x2F::Scale(_fontRenderData->GlyphCell()));
for (const auto& rect : _invalidMap.runs())
{
// Use aliased.
@@ -1643,7 +1639,7 @@ CATCH_RETURN()
try
{
// Calculate positioning of our origin.
const D2D1_POINT_2F origin = til::point{ coord } * _glyphCell;
const D2D1_POINT_2F origin = til::point{ coord } * _fontRenderData->GlyphCell();
// Create the text layout
RETURN_IF_FAILED(_customLayout->Reset());
@@ -1677,7 +1673,7 @@ try
_d2dBrushForeground->SetColor(_ColorFFromColorRef(color));
const D2D1_SIZE_F font = _glyphCell;
const D2D1_SIZE_F font = _fontRenderData->GlyphCell();
const D2D_POINT_2F target = { coordTarget.X * font.width, coordTarget.Y * font.height };
const auto fullRunWidth = font.width * gsl::narrow_cast<unsigned>(cchLine);
@@ -1692,10 +1688,10 @@ try
// NOTE: Line coordinates are centered within the line, so they need to be
// offset by half the stroke width. For the start coordinate we add half
// the stroke width, and for the end coordinate we subtract half the width.
const DxFontRenderData::LineMetrics lineMetrics = _fontRenderData->GetLineMetrics();
if (WI_IsAnyFlagSet(lines, (GridLines::Left | GridLines::Right)))
{
const auto halfGridlineWidth = _lineMetrics.gridlineWidth / 2.0f;
const auto halfGridlineWidth = lineMetrics.gridlineWidth / 2.0f;
const auto startY = target.y + halfGridlineWidth;
const auto endY = target.y + font.height - halfGridlineWidth;
@@ -1704,7 +1700,7 @@ try
auto x = target.x + halfGridlineWidth;
for (size_t i = 0; i < cchLine; i++, x += font.width)
{
DrawLine(x, startY, x, endY, _lineMetrics.gridlineWidth);
DrawLine(x, startY, x, endY, lineMetrics.gridlineWidth);
}
}
@@ -1713,27 +1709,27 @@ try
auto x = target.x + font.width - halfGridlineWidth;
for (size_t i = 0; i < cchLine; i++, x += font.width)
{
DrawLine(x, startY, x, endY, _lineMetrics.gridlineWidth);
DrawLine(x, startY, x, endY, lineMetrics.gridlineWidth);
}
}
}
if (WI_IsAnyFlagSet(lines, GridLines::Top | GridLines::Bottom))
{
const auto halfGridlineWidth = _lineMetrics.gridlineWidth / 2.0f;
const auto halfGridlineWidth = lineMetrics.gridlineWidth / 2.0f;
const auto startX = target.x + halfGridlineWidth;
const auto endX = target.x + fullRunWidth - halfGridlineWidth;
if (WI_IsFlagSet(lines, GridLines::Top))
{
const auto y = target.y + halfGridlineWidth;
DrawLine(startX, y, endX, y, _lineMetrics.gridlineWidth);
DrawLine(startX, y, endX, y, lineMetrics.gridlineWidth);
}
if (WI_IsFlagSet(lines, GridLines::Bottom))
{
const auto y = target.y + font.height - halfGridlineWidth;
DrawLine(startX, y, endX, y, _lineMetrics.gridlineWidth);
DrawLine(startX, y, endX, y, lineMetrics.gridlineWidth);
}
}
@@ -1742,37 +1738,37 @@ try
if (WI_IsAnyFlagSet(lines, GridLines::Underline | GridLines::DoubleUnderline | GridLines::HyperlinkUnderline))
{
const auto halfUnderlineWidth = _lineMetrics.underlineWidth / 2.0f;
const auto halfUnderlineWidth = lineMetrics.underlineWidth / 2.0f;
const auto startX = target.x + halfUnderlineWidth;
const auto endX = target.x + fullRunWidth - halfUnderlineWidth;
const auto y = target.y + _lineMetrics.underlineOffset;
const auto y = target.y + lineMetrics.underlineOffset;
if (WI_IsFlagSet(lines, GridLines::Underline))
{
DrawLine(startX, y, endX, y, _lineMetrics.underlineWidth);
DrawLine(startX, y, endX, y, lineMetrics.underlineWidth);
}
if (WI_IsFlagSet(lines, GridLines::HyperlinkUnderline))
{
DrawHyperlinkLine(startX, y, endX, y, _lineMetrics.underlineWidth);
DrawHyperlinkLine(startX, y, endX, y, lineMetrics.underlineWidth);
}
if (WI_IsFlagSet(lines, GridLines::DoubleUnderline))
{
DrawLine(startX, y, endX, y, _lineMetrics.underlineWidth);
const auto y2 = target.y + _lineMetrics.underlineOffset2;
DrawLine(startX, y2, endX, y2, _lineMetrics.underlineWidth);
DrawLine(startX, y, endX, y, lineMetrics.underlineWidth);
const auto y2 = target.y + lineMetrics.underlineOffset2;
DrawLine(startX, y2, endX, y2, lineMetrics.underlineWidth);
}
}
if (WI_IsFlagSet(lines, GridLines::Strikethrough))
{
const auto halfStrikethroughWidth = _lineMetrics.strikethroughWidth / 2.0f;
const auto halfStrikethroughWidth = lineMetrics.strikethroughWidth / 2.0f;
const auto startX = target.x + halfStrikethroughWidth;
const auto endX = target.x + fullRunWidth - halfStrikethroughWidth;
const auto y = target.y + _lineMetrics.strikethroughOffset;
const auto y = target.y + lineMetrics.strikethroughOffset;
DrawLine(startX, y, endX, y, _lineMetrics.strikethroughWidth);
DrawLine(startX, y, endX, y, lineMetrics.strikethroughWidth);
}
return S_OK;
@@ -1796,7 +1792,7 @@ try
_d2dBrushForeground->SetColor(_selectionBackground);
const auto resetColorOnExit = wil::scope_exit([&]() noexcept { _d2dBrushForeground->SetColor(existingColor); });
const D2D1_RECT_F draw = til::rectangle{ Viewport::FromExclusive(rect).ToInclusive() }.scale_up(_glyphCell);
const D2D1_RECT_F draw = til::rectangle{ Viewport::FromExclusive(rect).ToInclusive() }.scale_up(_fontRenderData->GlyphCell());
_d2dDeviceContext->FillRectangle(draw, _d2dBrushForeground.Get());
@@ -1956,30 +1952,10 @@ CATCH_RETURN()
[[nodiscard]] HRESULT DxEngine::UpdateFont(const FontInfoDesired& pfiFontInfoDesired, FontInfo& fiFontInfo) noexcept
try
{
RETURN_IF_FAILED(_GetProposedFont(pfiFontInfoDesired,
fiFontInfo,
_dpi,
_dwriteTextFormat,
_dwriteTextFormatItalic,
_dwriteTextAnalyzer,
_dwriteFontFace,
_dwriteFontFaceItalic,
_lineMetrics));
_glyphCell = fiFontInfo.GetSize();
// Calculate and cache the box effect for the base font. Scale is 1.0f because the base font is exactly the scale we want already.
RETURN_IF_FAILED(CustomTextLayout::s_CalculateBoxEffect(_dwriteTextFormat.Get(), _glyphCell.width(), _dwriteFontFace.Get(), 1.0f, &_boxDrawingEffect));
RETURN_IF_FAILED(_fontRenderData->UpdateFont(pfiFontInfoDesired, fiFontInfo, _dpi));
// Prepare the text layout.
_customLayout = WRL::Make<CustomTextLayout>(_dwriteFactory.Get(),
_dwriteTextAnalyzer.Get(),
_dwriteTextFormat.Get(),
_dwriteTextFormatItalic.Get(),
_dwriteFontFace.Get(),
_dwriteFontFaceItalic.Get(),
_glyphCell.width(),
_boxDrawingEffect.Get());
_customLayout = WRL::Make<CustomTextLayout>(_fontRenderData.get());
return S_OK;
}
@@ -1987,16 +1963,16 @@ CATCH_RETURN();
[[nodiscard]] Viewport DxEngine::GetViewportInCharacters(const Viewport& viewInPixels) noexcept
{
const short widthInChars = base::saturated_cast<short>(viewInPixels.Width() / _glyphCell.width());
const short heightInChars = base::saturated_cast<short>(viewInPixels.Height() / _glyphCell.height());
const short widthInChars = base::saturated_cast<short>(viewInPixels.Width() / _fontRenderData->GlyphCell().width());
const short heightInChars = base::saturated_cast<short>(viewInPixels.Height() / _fontRenderData->GlyphCell().height());
return Viewport::FromDimensions(viewInPixels.Origin(), { widthInChars, heightInChars });
}
[[nodiscard]] Viewport DxEngine::GetViewportInPixels(const Viewport& viewInCharacters) noexcept
{
const short widthInPixels = base::saturated_cast<short>(viewInCharacters.Width() * _glyphCell.width());
const short heightInPixels = base::saturated_cast<short>(viewInCharacters.Height() * _glyphCell.height());
const short widthInPixels = base::saturated_cast<short>(viewInCharacters.Width() * _fontRenderData->GlyphCell().width());
const short heightInPixels = base::saturated_cast<short>(viewInCharacters.Height() * _fontRenderData->GlyphCell().height());
return Viewport::FromDimensions(viewInCharacters.Origin(), { widthInPixels, heightInPixels });
}
@@ -2058,22 +2034,8 @@ float DxEngine::GetScaling() const noexcept
FontInfo& pfiFontInfo,
int const iDpi) noexcept
{
Microsoft::WRL::ComPtr<IDWriteTextFormat> format;
Microsoft::WRL::ComPtr<IDWriteTextFormat> formatItalic;
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> analyzer;
Microsoft::WRL::ComPtr<IDWriteFontFace1> face;
Microsoft::WRL::ComPtr<IDWriteFontFace1> faceItalic;
LineMetrics lineMetrics;
return _GetProposedFont(pfiFontInfoDesired,
pfiFontInfo,
iDpi,
format,
formatItalic,
analyzer,
face,
faceItalic,
lineMetrics);
DxFontRenderData fontRenderData(_dwriteFactory);
return fontRenderData.UpdateFont(pfiFontInfoDesired, pfiFontInfo, iDpi);
}
// Routine Description:
@@ -2099,7 +2061,7 @@ CATCH_RETURN();
[[nodiscard]] HRESULT DxEngine::GetFontSize(_Out_ COORD* const pFontSize) noexcept
try
{
*pFontSize = _glyphCell;
*pFontSize = _fontRenderData->GlyphCell();
return S_OK;
}
CATCH_RETURN();
@@ -2145,447 +2107,6 @@ CATCH_RETURN();
return S_FALSE;
}
// Routine Description:
// - Attempts to locate the font given, but then begins falling back if we cannot find it.
// - We'll try to fall back to Consolas with the given weight/stretch/style first,
// then try Consolas again with normal weight/stretch/style,
// and if nothing works, then we'll throw an error.
// Arguments:
// - familyName - The font name we should be looking for
// - weight - The weight (bold, light, etc.)
// - stretch - The stretch of the font is the spacing between each letter
// - style - Normal, italic, etc.
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxEngine::_ResolveFontFaceWithFallback(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const
{
auto face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (!face)
{
for (const auto fallbackFace : FALLBACK_FONT_FACES)
{
familyName = fallbackFace;
face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (face)
{
break;
}
familyName = fallbackFace;
weight = DWRITE_FONT_WEIGHT_NORMAL;
stretch = DWRITE_FONT_STRETCH_NORMAL;
style = DWRITE_FONT_STYLE_NORMAL;
face = _FindFontFace(familyName, weight, stretch, style, localeName);
if (face)
{
break;
}
}
}
THROW_HR_IF_NULL(E_FAIL, face);
return face;
}
// Routine Description:
// - Locates a suitable font face from the given information
// Arguments:
// - familyName - The font name we should be looking for
// - weight - The weight (bold, light, etc.)
// - stretch - The stretch of the font is the spacing between each letter
// - style - Normal, italic, etc.
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFace1> DxEngine::_FindFontFace(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const
{
Microsoft::WRL::ComPtr<IDWriteFontFace1> fontFace;
Microsoft::WRL::ComPtr<IDWriteFontCollection> fontCollection;
THROW_IF_FAILED(_dwriteFactory->GetSystemFontCollection(&fontCollection, false));
UINT32 familyIndex;
BOOL familyExists;
THROW_IF_FAILED(fontCollection->FindFamilyName(familyName.data(), &familyIndex, &familyExists));
if (familyExists)
{
Microsoft::WRL::ComPtr<IDWriteFontFamily> fontFamily;
THROW_IF_FAILED(fontCollection->GetFontFamily(familyIndex, &fontFamily));
Microsoft::WRL::ComPtr<IDWriteFont> font;
THROW_IF_FAILED(fontFamily->GetFirstMatchingFont(weight, stretch, style, &font));
Microsoft::WRL::ComPtr<IDWriteFontFace> fontFace0;
THROW_IF_FAILED(font->CreateFontFace(&fontFace0));
THROW_IF_FAILED(fontFace0.As(&fontFace));
// Retrieve metrics in case the font we created was different than what was requested.
weight = font->GetWeight();
stretch = font->GetStretch();
style = font->GetStyle();
// Dig the family name out at the end to return it.
familyName = _GetFontFamilyName(fontFamily.Get(), localeName);
}
return fontFace;
}
// Routine Description:
// - Helper to retrieve the user's locale preference or fallback to the default.
// Arguments:
// - <none>
// Return Value:
// - A locale that can be used on construction of assorted DX objects that want to know one.
[[nodiscard]] std::wstring DxEngine::_GetLocaleName() const
{
std::array<wchar_t, LOCALE_NAME_MAX_LENGTH> localeName;
const auto returnCode = GetUserDefaultLocaleName(localeName.data(), gsl::narrow<int>(localeName.size()));
if (returnCode)
{
return { localeName.data() };
}
else
{
return { FALLBACK_LOCALE.data(), FALLBACK_LOCALE.size() };
}
}
// Routine Description:
// - Retrieves the font family name out of the given object in the given locale.
// - If we can't find a valid name for the given locale, we'll fallback and report it back.
// Arguments:
// - fontFamily - DirectWrite font family object
// - localeName - The locale in which the name should be retrieved.
// - If fallback occurred, this is updated to what we retrieved instead.
// Return Value:
// - Localized string name of the font family
[[nodiscard]] std::wstring DxEngine::_GetFontFamilyName(gsl::not_null<IDWriteFontFamily*> const fontFamily,
std::wstring& localeName) const
{
// See: https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nn-dwrite-idwritefontcollection
Microsoft::WRL::ComPtr<IDWriteLocalizedStrings> familyNames;
THROW_IF_FAILED(fontFamily->GetFamilyNames(&familyNames));
// First we have to find the right family name for the locale. We're going to bias toward what the caller
// requested, but fallback if we need to and reply with the locale we ended up choosing.
UINT32 index = 0;
BOOL exists = false;
// This returns S_OK whether or not it finds a locale name. Check exists field instead.
// If it returns an error, it's a real problem, not an absence of this locale name.
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-findlocalename
THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists));
// If we tried and it still doesn't exist, try with the fallback locale.
if (!exists)
{
localeName = FALLBACK_LOCALE;
THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists));
}
// If it still doesn't exist, we're going to try index 0.
if (!exists)
{
index = 0;
// Get the locale name out so at least the caller knows what locale this name goes with.
UINT32 length = 0;
THROW_IF_FAILED(familyNames->GetLocaleNameLength(index, &length));
localeName.resize(length);
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalenamelength
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalename
// GetLocaleNameLength does not include space for null terminator, but GetLocaleName needs it so add one.
THROW_IF_FAILED(familyNames->GetLocaleName(index, localeName.data(), length + 1));
}
// OK, now that we've decided which family name and the locale that it's in... let's go get it.
UINT32 length = 0;
THROW_IF_FAILED(familyNames->GetStringLength(index, &length));
// Make our output buffer and resize it so it is allocated.
std::wstring retVal;
retVal.resize(length);
// FINALLY, go fetch the string name.
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstringlength
// https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstring
// Once again, GetStringLength is without the null, but GetString needs the null. So add one.
THROW_IF_FAILED(familyNames->GetString(index, retVal.data(), length + 1));
// and return it.
return retVal;
}
// Routine Description:
// - Updates the font used for drawing
// Arguments:
// - desired - Information specifying the font that is requested
// - actual - Filled with the nearest font actually chosen for drawing
// - dpi - The DPI of the screen
// Return Value:
// - S_OK or relevant DirectX error
[[nodiscard]] HRESULT DxEngine::_GetProposedFont(const FontInfoDesired& desired,
FontInfo& actual,
const int dpi,
Microsoft::WRL::ComPtr<IDWriteTextFormat>& textFormat,
Microsoft::WRL::ComPtr<IDWriteTextFormat>& textFormatItalic,
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1>& textAnalyzer,
Microsoft::WRL::ComPtr<IDWriteFontFace1>& fontFace,
Microsoft::WRL::ComPtr<IDWriteFontFace1>& fontFaceItalic,
LineMetrics& lineMetrics) const noexcept
{
try
{
std::wstring fontName(desired.GetFaceName());
DWRITE_FONT_WEIGHT weight = static_cast<DWRITE_FONT_WEIGHT>(desired.GetWeight());
DWRITE_FONT_STYLE style = DWRITE_FONT_STYLE_NORMAL;
DWRITE_FONT_STRETCH stretch = DWRITE_FONT_STRETCH_NORMAL;
std::wstring localeName = _GetLocaleName();
// _ResolveFontFaceWithFallback overrides the last argument with the locale name of the font,
// but we should use the system's locale to render the text.
std::wstring fontLocaleName = localeName;
const auto face = _ResolveFontFaceWithFallback(fontName, weight, stretch, style, fontLocaleName);
DWRITE_FONT_METRICS1 fontMetrics;
face->GetMetrics(&fontMetrics);
const UINT32 spaceCodePoint = L'M';
UINT16 spaceGlyphIndex;
THROW_IF_FAILED(face->GetGlyphIndicesW(&spaceCodePoint, 1, &spaceGlyphIndex));
INT32 advanceInDesignUnits;
THROW_IF_FAILED(face->GetDesignGlyphAdvances(1, &spaceGlyphIndex, &advanceInDesignUnits));
DWRITE_GLYPH_METRICS spaceMetrics = { 0 };
THROW_IF_FAILED(face->GetDesignGlyphMetrics(&spaceGlyphIndex, 1, &spaceMetrics));
// The math here is actually:
// Requested Size in Points * DPI scaling factor * Points to Pixels scaling factor.
// - DPI = dots per inch
// - PPI = points per inch or "points" as usually seen when choosing a font size
// - The DPI scaling factor is the current monitor DPI divided by 96, the default DPI.
// - The Points to Pixels factor is based on the typography definition of 72 points per inch.
// As such, converting requires taking the 96 pixel per inch default and dividing by the 72 points per inch
// to get a factor of 1 and 1/3.
// This turns into something like:
// - 12 ppi font * (96 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 16 pixels tall font for 100% display (96 dpi is 100%)
// - 12 ppi font * (144 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 24 pixels tall font for 150% display (144 dpi is 150%)
// - 12 ppi font * (192 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 32 pixels tall font for 200% display (192 dpi is 200%)
float heightDesired = static_cast<float>(desired.GetEngineSize().Y) * static_cast<float>(USER_DEFAULT_SCREEN_DPI) / POINTS_PER_INCH;
// The advance is the number of pixels left-to-right (X dimension) for the given font.
// We're finding a proportional factor here with the design units in "ems", not an actual pixel measurement.
// Now we play trickery with the font size. Scale by the DPI to get the height we expect.
heightDesired *= (static_cast<float>(dpi) / static_cast<float>(USER_DEFAULT_SCREEN_DPI));
const float widthAdvance = static_cast<float>(advanceInDesignUnits) / fontMetrics.designUnitsPerEm;
// Use the real pixel height desired by the "em" factor for the width to get the number of pixels
// we will need per character in width. This will almost certainly result in fractional X-dimension pixels.
const float widthApprox = heightDesired * widthAdvance;
// Since we can't deal with columns of the presentation grid being fractional pixels in width, round to the nearest whole pixel.
const float widthExact = round(widthApprox);
// Now reverse the "em" factor from above to turn the exact pixel width into a (probably) fractional
// height in pixels of each character. It's easier for us to pad out height and align vertically
// than it is horizontally.
const auto fontSize = widthExact / widthAdvance;
// Now figure out the basic properties of the character height which include ascent and descent
// for this specific font size.
const float ascent = (fontSize * fontMetrics.ascent) / fontMetrics.designUnitsPerEm;
const float descent = (fontSize * fontMetrics.descent) / fontMetrics.designUnitsPerEm;
// Get the gap.
const float gap = (fontSize * fontMetrics.lineGap) / fontMetrics.designUnitsPerEm;
const float halfGap = gap / 2;
// We're going to build a line spacing object here to track all of this data in our format.
DWRITE_LINE_SPACING lineSpacing = {};
lineSpacing.method = DWRITE_LINE_SPACING_METHOD_UNIFORM;
// We need to make sure the baseline falls on a round pixel (not a fractional pixel).
// If the baseline is fractional, the text appears blurry, especially at small scales.
// Since we also need to make sure the bounding box as a whole is round pixels
// (because the entire console system maths in full cell units),
// we're just going to ceiling up the ascent and descent to make a full pixel amount
// and set the baseline to the full round pixel ascent value.
//
// For reference, for the letters "ag":
// ...
// gggggg bottom of previous line
//
// ----------------- <===========================================|
// | topSideBearing | 1/2 lineGap |
// aaaaaa ggggggg <-------------------------|-------------| |
// a g g | | |
// aaaaa ggggg |<-ascent | |
// a a g | | |---- lineHeight
// aaaaa a gggggg <----baseline, verticalOriginY----------|---|
// g g |<-descent | |
// gggggg <-------------------------|-------------| |
// | bottomSideBearing | 1/2 lineGap |
// ----------------- <===========================================|
//
// aaaaaa ggggggg top of next line
// ...
//
// Also note...
// We're going to add half the line gap to the ascent and half the line gap to the descent
// to ensure that the spacing is balanced vertically.
// Generally speaking, the line gap is added to the ascent by DirectWrite itself for
// horizontally drawn text which can place the baseline and glyphs "lower" in the drawing
// box than would be desired for proper alignment of things like line and box characters
// which will try to sit centered in the area and touch perfectly with their neighbors.
const auto fullPixelAscent = ceil(ascent + halfGap);
const auto fullPixelDescent = ceil(descent + halfGap);
lineSpacing.height = fullPixelAscent + fullPixelDescent;
lineSpacing.baseline = fullPixelAscent;
// According to MSDN (https://docs.microsoft.com/en-us/windows/win32/api/dwrite_3/ne-dwrite_3-dwrite_font_line_gap_usage)
// Setting "ENABLED" means we've included the line gapping in the spacing numbers given.
lineSpacing.fontLineGapUsage = DWRITE_FONT_LINE_GAP_USAGE_ENABLED;
// Create the font with the fractional pixel height size.
// It should have an integer pixel width by our math above.
// Then below, apply the line spacing to the format to position the floating point pixel height characters
// into a cell that has an integer pixel height leaving some padding above/below as necessary to round them out.
Microsoft::WRL::ComPtr<IDWriteTextFormat> format;
THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(fontName.data(),
nullptr,
weight,
style,
stretch,
fontSize,
localeName.data(),
&format));
THROW_IF_FAILED(format.As(&textFormat));
// We also need to create an italic variant of the font face and text
// format, based on the same parameters, but using an italic style.
std::wstring fontNameItalic = fontName;
DWRITE_FONT_WEIGHT weightItalic = weight;
DWRITE_FONT_STYLE styleItalic = DWRITE_FONT_STYLE_ITALIC;
DWRITE_FONT_STRETCH stretchItalic = stretch;
const auto faceItalic = _ResolveFontFaceWithFallback(fontNameItalic, weightItalic, stretchItalic, styleItalic, fontLocaleName);
Microsoft::WRL::ComPtr<IDWriteTextFormat> formatItalic;
THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(fontNameItalic.data(),
nullptr,
weightItalic,
styleItalic,
stretchItalic,
fontSize,
localeName.data(),
&formatItalic));
THROW_IF_FAILED(formatItalic.As(&textFormatItalic));
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer> analyzer;
THROW_IF_FAILED(_dwriteFactory->CreateTextAnalyzer(&analyzer));
THROW_IF_FAILED(analyzer.As(&textAnalyzer));
fontFace = face;
fontFaceItalic = faceItalic;
THROW_IF_FAILED(textFormat->SetLineSpacing(lineSpacing.method, lineSpacing.height, lineSpacing.baseline));
THROW_IF_FAILED(textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR));
THROW_IF_FAILED(textFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP));
// The scaled size needs to represent the pixel box that each character will fit within for the purposes
// of hit testing math and other such multiplication/division.
COORD coordSize = { 0 };
coordSize.X = gsl::narrow<SHORT>(widthExact);
coordSize.Y = gsl::narrow_cast<SHORT>(lineSpacing.height);
// Unscaled is for the purposes of re-communicating this font back to the renderer again later.
// As such, we need to give the same original size parameter back here without padding
// or rounding or scaling manipulation.
const COORD unscaled = desired.GetEngineSize();
const COORD scaled = coordSize;
actual.SetFromEngine(fontName,
desired.GetFamily(),
textFormat->GetFontWeight(),
false,
scaled,
unscaled);
// There is no font metric for the grid line width, so we use a small
// multiple of the font size, which typically rounds to a pixel.
lineMetrics.gridlineWidth = std::round(fontSize * 0.025f);
// All other line metrics are in design units, so to get a pixel value,
// we scale by the font size divided by the design-units-per-em.
const auto scale = fontSize / fontMetrics.designUnitsPerEm;
lineMetrics.underlineOffset = std::round(fontMetrics.underlinePosition * scale);
lineMetrics.underlineWidth = std::round(fontMetrics.underlineThickness * scale);
lineMetrics.strikethroughOffset = std::round(fontMetrics.strikethroughPosition * scale);
lineMetrics.strikethroughWidth = std::round(fontMetrics.strikethroughThickness * scale);
// We always want the lines to be visible, so if a stroke width ends up
// at zero after rounding, we need to make it at least 1 pixel.
lineMetrics.gridlineWidth = std::max(lineMetrics.gridlineWidth, 1.0f);
lineMetrics.underlineWidth = std::max(lineMetrics.underlineWidth, 1.0f);
lineMetrics.strikethroughWidth = std::max(lineMetrics.strikethroughWidth, 1.0f);
// Offsets are relative to the base line of the font, so we subtract
// from the ascent to get an offset relative to the top of the cell.
lineMetrics.underlineOffset = fullPixelAscent - lineMetrics.underlineOffset;
lineMetrics.strikethroughOffset = fullPixelAscent - lineMetrics.strikethroughOffset;
// For double underlines we need a second offset, just below the first,
// but with a bit of a gap (about double the grid line width).
lineMetrics.underlineOffset2 = lineMetrics.underlineOffset +
lineMetrics.underlineWidth +
std::round(fontSize * 0.05f);
// However, we don't want the underline to extend past the bottom of the
// cell, so we clamp the offset to fit just inside.
const auto maxUnderlineOffset = lineSpacing.height - _lineMetrics.underlineWidth;
lineMetrics.underlineOffset2 = std::min(lineMetrics.underlineOffset2, maxUnderlineOffset);
// But if the resulting gap isn't big enough even to register as a thicker
// line, it's better to place the second line slightly above the first.
if (lineMetrics.underlineOffset2 < lineMetrics.underlineOffset + lineMetrics.gridlineWidth)
{
lineMetrics.underlineOffset2 = lineMetrics.underlineOffset - lineMetrics.gridlineWidth;
}
// We also add half the stroke width to the offsets, since the line
// coordinates designate the center of the line.
lineMetrics.underlineOffset += lineMetrics.underlineWidth / 2.0f;
lineMetrics.underlineOffset2 += lineMetrics.underlineWidth / 2.0f;
lineMetrics.strikethroughOffset += lineMetrics.strikethroughWidth / 2.0f;
}
CATCH_RETURN();
return S_OK;
}
// Routine Description:
// - Helps convert a GDI COLORREF into a Direct2D ColorF
// Arguments:

View File

@@ -26,6 +26,7 @@
#include "CustomTextLayout.h"
#include "CustomTextRenderer.h"
#include "DxFontRenderData.h"
#include "../../types/inc/Viewport.hpp"
@@ -155,20 +156,7 @@ namespace Microsoft::Console::Render
bool _isEnabled;
bool _isPainting;
struct LineMetrics
{
float gridlineWidth;
float underlineOffset;
float underlineOffset2;
float underlineWidth;
float strikethroughOffset;
float strikethroughWidth;
};
LineMetrics _lineMetrics;
til::size _displaySizePixels;
til::size _glyphCell;
::Microsoft::WRL::ComPtr<IBoxDrawingEffect> _boxDrawingEffect;
D2D1_COLOR_F _defaultForegroundColor;
D2D1_COLOR_F _defaultBackgroundColor;
@@ -198,17 +186,14 @@ namespace Microsoft::Console::Render
::Microsoft::WRL::ComPtr<ID2D1Factory1> _d2dFactory;
::Microsoft::WRL::ComPtr<IDWriteFactory1> _dwriteFactory;
::Microsoft::WRL::ComPtr<IDWriteTextFormat> _dwriteTextFormat;
::Microsoft::WRL::ComPtr<IDWriteTextFormat> _dwriteTextFormatItalic;
::Microsoft::WRL::ComPtr<IDWriteFontFace1> _dwriteFontFace;
::Microsoft::WRL::ComPtr<IDWriteFontFace1> _dwriteFontFaceItalic;
::Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> _dwriteTextAnalyzer;
::Microsoft::WRL::ComPtr<CustomTextLayout> _customLayout;
::Microsoft::WRL::ComPtr<CustomTextRenderer> _customRenderer;
::Microsoft::WRL::ComPtr<ID2D1StrokeStyle> _strokeStyle;
::Microsoft::WRL::ComPtr<ID2D1StrokeStyle> _dashStrokeStyle;
::Microsoft::WRL::ComPtr<ID2D1StrokeStyle> _hyperlinkStrokeStyle;
std::unique_ptr<DxFontRenderData> _fontRenderData;
D2D1_STROKE_STYLE_PROPERTIES _strokeStyleProperties;
D2D1_STROKE_STYLE_PROPERTIES _dashStrokeStyleProperties;
@@ -303,33 +288,6 @@ namespace Microsoft::Console::Render
[[nodiscard]] HRESULT _EnableDisplayAccess(const bool outputEnabled) noexcept;
[[nodiscard]] ::Microsoft::WRL::ComPtr<IDWriteFontFace1> _ResolveFontFaceWithFallback(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const;
[[nodiscard]] ::Microsoft::WRL::ComPtr<IDWriteFontFace1> _FindFontFace(std::wstring& familyName,
DWRITE_FONT_WEIGHT& weight,
DWRITE_FONT_STRETCH& stretch,
DWRITE_FONT_STYLE& style,
std::wstring& localeName) const;
[[nodiscard]] std::wstring _GetLocaleName() const;
[[nodiscard]] std::wstring _GetFontFamilyName(gsl::not_null<IDWriteFontFamily*> const fontFamily,
std::wstring& localeName) const;
[[nodiscard]] HRESULT _GetProposedFont(const FontInfoDesired& desired,
FontInfo& actual,
const int dpi,
::Microsoft::WRL::ComPtr<IDWriteTextFormat>& textFormat,
::Microsoft::WRL::ComPtr<IDWriteTextFormat>& textFormatItalic,
::Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1>& textAnalyzer,
::Microsoft::WRL::ComPtr<IDWriteFontFace1>& fontFace,
::Microsoft::WRL::ComPtr<IDWriteFontFace1>& fontFaceItalic,
LineMetrics& lineMetrics) const noexcept;
[[nodiscard]] til::size _GetClientSize() const;
void _InvalidateRectangle(const til::rectangle& rc);

View File

@@ -21,6 +21,7 @@
<ClCompile Include="..\precomp.cpp">
<PrecompiledHeader>Create</PrecompiledHeader>
</ClCompile>
<ClCompile Include="..\DxFontRenderData.cpp" />
<ClCompile Include="..\DxRenderer.cpp" />
</ItemGroup>
<ItemGroup>
@@ -29,6 +30,7 @@
<ClInclude Include="..\CustomTextRenderer.h" />
<ClInclude Include="..\precomp.h" />
<ClInclude Include="..\DxRenderer.hpp" />
<ClInclude Include="..\DxFontRenderData.h" />
<ClInclude Include="..\ScreenPixelShader.h" />
<ClInclude Include="..\ScreenVertexShader.h" />
</ItemGroup>

View File

@@ -7,6 +7,7 @@
<ClCompile Include="..\CustomTextLayout.cpp" />
<ClCompile Include="..\CustomTextRenderer.cpp" />
<ClCompile Include="..\precomp.cpp" />
<ClCompile Include="..\DxFontRenderData.cpp" />
<ClCompile Include="..\DxRenderer.cpp" />
<ClCompile Include="..\BoxDrawingEffect.cpp" />
</ItemGroup>
@@ -14,6 +15,7 @@
<ClInclude Include="..\CustomTextLayout.h" />
<ClInclude Include="..\CustomTextRenderer.h" />
<ClInclude Include="..\precomp.h" />
<ClInclude Include="..\DxFontRenderData.h"/>
<ClInclude Include="..\DxRenderer.hpp" />
<ClInclude Include="..\ScreenPixelShader.h" />
<ClInclude Include="..\ScreenVertexShader.h" />

View File

@@ -33,6 +33,7 @@ INCLUDES = \
SOURCES = \
$(SOURCES) \
..\DxRenderer.cpp \
..\DxFontRenderData.cpp \
..\CustomTextRenderer.cpp \
..\CustomTextLayout.cpp \