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Roof Top Pew Wee

Text in DirectDraw

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There''s a great tutorial here on GD about just this, but I don''t remember the URL. It''s in VB, but I''ll show you the one I wrote in C++. If you''ve had any experience with tile engines, this will be a whole lot easier.

NOTE: This only works right if your letters are fixed-width.

The main thing is to create your bitmapped fonts in ASCII order.
Look up the ASCII Character tables on MSDN.

Then when you recieve a WM_CHAR message (not sure on how to do it with direct input, but this is actually quite fast) just use the scancode as a tile index.

#define CHAR_WIDTH 16
#define CHAR_HEIGHT 16
#define CHARS_PER_ROW 16;

// This code assumes you have a globab backbuffer created named

// BackBuffer

void DrawFont(char* Text, int x, int y)


int CharCode; // ASCII value of the current letter

RECT rcFont; // the Location of the Letter on the Bitmap

RECT rcDest; // The Location onscreen to Blt the tile to


rcDest.left = x; = y;

// NOTE: i is a UINT because I got sick of the signed/unsigned

// mismatch warning in MSVC++

// Blt each letter in the Text string onto the backbuffer

for (UINT i = 0; i < (strlen(Text) + 1); i++)
// Select the CharCode;

CharCode = (int)Text[i];

if (CharCode == (int)''\n'')
rcDest.left = x;

rcDest.right = rcDest.left + CHAR_WIDTH;
rcDest.bottom = + CHAR_HEIGHT;


rcDest.right = rcDest.left + CHAR_WIDTH;
rcDest.bottom = + CHAR_HEIGHT;

// Initialize each tile''s locations on the Tileset

rcFont.left = ((CharCode % CHARS_PER_ROW) * CHAR_WIDTH); = ((CharCode / CHARS_PER_ROW) * CHAR_HEIGHT);
rcFont.right = ((rcFont.left) + CHAR_WIDTH);
rcFont.bottom = (( + CHAR_HEIGHT);

// Blit the letter

BackBuffer->Blt(&rcDest, FontBmp, &rcFont, DDBLT_WAIT | DDBLT_KEYSRC, NULL);

rcDest.left += CHAR_WIDTH;



This is acurate to the best of my memory.


Master of the General Protection Fault

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