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@@ -492,7 +492,7 @@ void FreeTypeFontCache::SetFontSize(Font
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/* Font height is minimum height plus the difference between the default
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* height for this font size and the small size. */
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int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]);
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pixels = Clamp(min(head->Lowest_Rec_PPEM, 20) + diff, scaled_height, MAX_FONT_SIZE);
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pixels = Clamp(std::min<uint>(head->Lowest_Rec_PPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE);
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}
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} else {
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pixels = ScaleFontTrad(pixels);
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@@ -656,8 +656,8 @@ const Sprite *FreeTypeFontCache::Interna
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aa = (slot->bitmap.pixel_mode == FT_PIXEL_MODE_GRAY);
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/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */
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uint width = max(1U, (uint)slot->bitmap.width + (this->fs == FS_NORMAL));
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uint height = max(1U, (uint)slot->bitmap.rows + (this->fs == FS_NORMAL));
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uint width = std::max(1U, (uint)slot->bitmap.width + (this->fs == FS_NORMAL));
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uint height = std::max(1U, (uint)slot->bitmap.rows + (this->fs == FS_NORMAL));
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/* Limit glyph size to prevent overflows later on. */
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if (width > 256 || height > 256) usererror("Font glyph is too large");
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@@ -797,7 +797,7 @@ void Win32FontCache::SetFontSize(FontSiz
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/* Font height is minimum height plus the difference between the default
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* height for this font size and the small size. */
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int diff = scaled_height - ScaleFontTrad(_default_font_height[FS_SMALL]);
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pixels = Clamp(min(otm->otmusMinimumPPEM, 20) + diff, scaled_height, MAX_FONT_SIZE);
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pixels = Clamp(std::min(otm->otmusMinimumPPEM, 20u) + diff, scaled_height, MAX_FONT_SIZE);
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SelectObject(dc, old);
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DeleteObject(temp);
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@@ -851,7 +851,7 @@ void Win32FontCache::ClearFontCache()
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MAT2 mat = { {0, 1}, {0, 0}, {0, 0}, {0, 1} };
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/* Make a guess for the needed memory size. */
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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.
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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.
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byte *bmp = AllocaM(byte, size);
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size = GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat);
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@@ -868,8 +868,8 @@ void Win32FontCache::ClearFontCache()
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}
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/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel. */
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uint width = max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL));
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uint height = max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL));
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uint width = std::max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL));
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uint height = std::max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL));
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/* Limit glyph size to prevent overflows later on. */
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if (width > 256 || height > 256) usererror("Font glyph is too large");
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@@ -889,7 +889,7 @@ void Win32FontCache::ClearFontCache()
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* For anti-aliased rendering, GDI uses the strange value range of 0 to 64,
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* inclusively. To map this to 0 to 255, we shift left by two and then
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* subtract one. */
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uint pitch = Align(aa ? gm.gmBlackBoxX : max(gm.gmBlackBoxX / 8u, 1u), 4);
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uint pitch = Align(aa ? gm.gmBlackBoxX : std::max(gm.gmBlackBoxX / 8u, 1u), 4);
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/* Draw shadow for medium size. */
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if (this->fs == FS_NORMAL && !aa) {
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