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

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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 );
}

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


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