• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0

ID3DXFont::DrawTextA using DT_CALCRECT calculates imprecise values

1 post in this topic

Hey GD community,

I'm experiencing problems when calculating the on-screen width of a string using the [font=courier new,courier,monospace]DrawTextA[/font] method of the [font=courier new,courier,monospace][i]ID3DXFont[/i][/font] DirectX9 interface with the [font=courier new,courier,monospace]DT_CALCRECT[/font] parameter. Whenever I use a different font than Arial, the values returned in the [font=courier new,courier,monospace]RECT[/font] structure become imprecise what makes it impossible for me to correctly draw a caret in my edit-box implementation (when not using Arial as font).
I already tried to solve this problem by calculating the width using the [font=courier new,courier,monospace]GetTextExtentPoint32A[/font] GDI API or even by calling [font=courier new,courier,monospace]GetCharABCWidthsFloatA[/font] and summing up A, B and C for every single character (when initialzing the font) and then manually adding the widths of the single characters together for the whole string - without success. None of the calculated values are precise.
The code I'm using to load the font:

const std::string &rFontName = std::string("Calibri");
unsigned height = 16;
// ...
ID3DXFont *pD3DFont = nullptr;
if (FAILED(D3DXCreateFontA(m_pDevice,
height, 0,
1, false,
throw NXGFWError("Could not initialize font");

And the method I use to determine the on-screen width:

uint D3D9RenderEngine::calcTextWidth(const std::string &rText,
uint fontHeight,
const std::string &rFontName)
// Grab font
const sFont &rFont = _retriveFont(rFontName, fontHeight);
// Calculate
return (uint)s.cx;
} // ==> calcTextWidth

My question is if this is a bug in the [font=courier new,courier,monospace]ID3DXFont[/font] interface or if I'm doing something wrong - I googled the whole day without finding a suitable solution. You guys are my last hope! :)

Thanks in advance!


Share this post

Link to post
Share on other sites
Anyone? I guess I'll have to write my own font class in case noone is capable of providing an answer. :/

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
Followers 0