File diff r24596:eddf98238034 → r24597:afde5721a3b6
src/fontcache.cpp
Show inline comments
 
@@ -489,13 +489,13 @@ void FreeTypeFontCache::SetFontSize(Font
 

	
 
		TT_Header *head = (TT_Header *)FT_Get_Sfnt_Table(this->face, ft_sfnt_head);
 
		if (head != nullptr) {
 
			/* Font height is minimum height plus the difference between the default
 
			 * height for this font size and the small size. */
 
			int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]);
 
			pixels = Clamp(min(head->Lowest_Rec_PPEM, 20) + diff, scaled_height, MAX_FONT_SIZE);
 
			pixels = Clamp(std::min<uint>(head->Lowest_Rec_PPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE);
 
		}
 
	} else {
 
		pixels = ScaleFontTrad(pixels);
 
	}
 
	this->used_size = pixels;
 

	
 
@@ -653,14 +653,14 @@ const Sprite *FreeTypeFontCache::Interna
 
	FT_Render_Glyph(this->face->glyph, aa ? FT_RENDER_MODE_NORMAL : FT_RENDER_MODE_MONO);
 

	
 
	/* Despite requesting a normal glyph, FreeType may have returned a bitmap */
 
	aa = (slot->bitmap.pixel_mode == FT_PIXEL_MODE_GRAY);
 

	
 
	/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */
 
	uint width  = max(1U, (uint)slot->bitmap.width + (this->fs == FS_NORMAL));
 
	uint height = max(1U, (uint)slot->bitmap.rows  + (this->fs == FS_NORMAL));
 
	uint width  = std::max(1U, (uint)slot->bitmap.width + (this->fs == FS_NORMAL));
 
	uint height = std::max(1U, (uint)slot->bitmap.rows  + (this->fs == FS_NORMAL));
 

	
 
	/* Limit glyph size to prevent overflows later on. */
 
	if (width > 256 || height > 256) usererror("Font glyph is too large");
 

	
 
	/* FreeType has rendered the glyph, now we allocate a sprite and copy the image into it */
 
	SpriteLoader::Sprite sprite;
 
@@ -794,13 +794,13 @@ void Win32FontCache::SetFontSize(FontSiz
 
			LPOUTLINETEXTMETRIC otm = (LPOUTLINETEXTMETRIC)AllocaM(BYTE, size);
 
			GetOutlineTextMetrics(this->dc, size, otm);
 

	
 
			/* Font height is minimum height plus the difference between the default
 
			 * height for this font size and the small size. */
 
			int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]);
 
			pixels = Clamp(min(otm->otmusMinimumPPEM, 20) + diff, scaled_height, MAX_FONT_SIZE);
 
			pixels = Clamp(std::min(otm->otmusMinimumPPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE);
 

	
 
			SelectObject(dc, old);
 
			DeleteObject(temp);
 
		}
 
	} else {
 
		pixels = ScaleFontTrad(pixels);
 
@@ -848,13 +848,13 @@ void Win32FontCache::ClearFontCache()
 
/* virtual */ const Sprite *Win32FontCache::InternalGetGlyph(GlyphID key, bool aa)
 
{
 
	GLYPHMETRICS gm;
 
	MAT2 mat = { {0, 1}, {0, 0}, {0, 0}, {0, 1} };
 

	
 
	/* Make a guess for the needed memory size. */
 
	DWORD size = this->glyph_size.cy * Align(aa ? this->glyph_size.cx : max(this->glyph_size.cx / 8l, 1l), 4); // Bitmap data is DWORD-aligned rows.
 
	DWORD size = this->glyph_size.cy * Align(aa ? this->glyph_size.cx : std::max(this->glyph_size.cx / 8l, 1l), 4); // Bitmap data is DWORD-aligned rows.
 
	byte *bmp = AllocaM(byte, size);
 
	size = GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat);
 

	
 
	if (size == GDI_ERROR) {
 
		/* No dice with the guess. First query size of needed glyph memory, then allocate the
 
		 * memory and query again. This dance is necessary as some glyphs will only render with
 
@@ -865,14 +865,14 @@ void Win32FontCache::ClearFontCache()
 
		if (size == GDI_ERROR) usererror("Unable to render font glyph");
 
		bmp = AllocaM(byte, size);
 
		GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat);
 
	}
 

	
 
	/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel. */
 
	uint width = max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL));
 
	uint height = max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL));
 
	uint width = std::max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL));
 
	uint height = std::max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL));
 

	
 
	/* Limit glyph size to prevent overflows later on. */
 
	if (width > 256 || height > 256) usererror("Font glyph is too large");
 

	
 
	/* GDI has rendered the glyph, now we allocate a sprite and copy the image into it. */
 
	SpriteLoader::Sprite sprite;
 
@@ -886,13 +886,13 @@ void Win32FontCache::ClearFontCache()
 
	if (size > 0) {
 
		/* All pixel data returned by GDI is in the form of DWORD-aligned rows.
 
		 * For a non anti-aliased glyph, the returned bitmap has one bit per pixel.
 
		 * For anti-aliased rendering, GDI uses the strange value range of 0 to 64,
 
		 * inclusively. To map this to 0 to 255, we shift left by two and then
 
		 * subtract one. */
 
		uint pitch = Align(aa ? gm.gmBlackBoxX : max(gm.gmBlackBoxX / 8u, 1u), 4);
 
		uint pitch = Align(aa ? gm.gmBlackBoxX : std::max(gm.gmBlackBoxX / 8u, 1u), 4);
 

	
 
		/* Draw shadow for medium size. */
 
		if (this->fs == FS_NORMAL && !aa) {
 
			for (uint y = 0; y < gm.gmBlackBoxY; y++) {
 
				for (uint x = 0; x < gm.gmBlackBoxX; x++) {
 
					if (aa ? (bmp[x + y * pitch] > 0) : HasBit(bmp[(x / 8) + y * pitch], 7 - (x % 8))) {