Archived

This topic is now archived and is closed to further replies.

johnnyBravo

Directx Font, setting rect x,x2,y,y2 to fit text

Recommended Posts

With directx font, im sick of having to set the rect size , the x,x2,y and y2. Or like in my class, x,y, width, height. Is there a way of calculating the size of the rectangle from the variables of the font...? heres a section of my font class, what values would i use to calculate the size of the rectangle?
void init(char font[], int size, int weight,bool underline, bool italic)
{
	lp_Font = NULL;
	HDC hDC= GetDC( NULL );
	int nHeight= -( MulDiv( size, GetDeviceCaps(hDC, LOGPIXELSY), 72 ) );
	ReleaseDC( NULL, hDC );					
	HFONT hFont = CreateFont(nHeight, 0, 0, 0, weight, italic, underline, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, font );
	D3DXCreateFont(D3D::lp_Device , hFont, &lp_Font);
	DeleteObject( hFont );	
}

void draw(char text[], int x, int y, int width, int height, DWORD colour)
{
	RECT destRect1;
	SetRect(&destRect1, x, y, x+width, y+height);
	lp_Font->DrawText(text, -1, &destRect1, DT_WORDBREAK, colour );
}

Share this post


Link to post
Share on other sites
include the DT_NOCLIP flag in your draw argument and you only have to set the x, and y. if you want to clip it against a given container, you should have the coordinates be generated by the container,(something like a bounding or clipping rect), which will automate your future calls.

Dredd
________________________________________

"To die with your sword still in its sheath is most regrettable" -- Miyomoto Musashi


Share this post


Link to post
Share on other sites