// Copyright (c) Microsoft Corporation. // Licensed under the MIT license. #include "precomp.h" #include "DxFontRenderData.h" #include "unicode.hpp" #include static constexpr float POINTS_PER_INCH = 72.0f; static constexpr std::wstring_view FALLBACK_FONT_FACES[] = { L"Consolas", L"Lucida Console", L"Courier New" }; static constexpr std::wstring_view FALLBACK_LOCALE = L"en-us"; using namespace Microsoft::Console::Render; DxFontRenderData::DxFontRenderData(::Microsoft::WRL::ComPtr dwriteFactory) noexcept : _dwriteFactory(dwriteFactory), _glyphCell{}, _lineMetrics({}), _boxDrawingEffect{} { } [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::Analyzer() noexcept { return _dwriteTextAnalyzer; } [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::SystemFontFallback() { if (!_systemFontFallback) { ::Microsoft::WRL::ComPtr factory2; THROW_IF_FAILED(_dwriteFactory.As(&factory2)); factory2->GetSystemFontFallback(&_systemFontFallback); } return _systemFontFallback; } // Routine Description: // - Creates a DirectWrite font collection of font files that are sitting next to the running // binary (in the same directory as the EXE). // Arguments: // - // Return Value: // - DirectWrite font collection. May be null if one cannot be created. [[nodiscard]] const Microsoft::WRL::ComPtr& DxFontRenderData::NearbyCollection() const { // Magic static so we only attempt to grovel the hard disk once no matter how many instances // of the font collection itself we require. static const auto knownPaths = s_GetNearbyFonts(); // The convenience interfaces for loading fonts from files // are only available on Windows 10+. // Don't try to look up if below that OS version. static const bool s_isWindows10OrGreater = IsWindows10OrGreater(); if (s_isWindows10OrGreater && !_nearbyCollection) { // Factory3 has a convenience to get us a font set builder. ::Microsoft::WRL::ComPtr factory3; THROW_IF_FAILED(_dwriteFactory.As(&factory3)); ::Microsoft::WRL::ComPtr fontSetBuilder; THROW_IF_FAILED(factory3->CreateFontSetBuilder(&fontSetBuilder)); // Builder2 has a convenience to just feed in paths to font files. ::Microsoft::WRL::ComPtr fontSetBuilder2; THROW_IF_FAILED(fontSetBuilder.As(&fontSetBuilder2)); for (auto& p : knownPaths) { fontSetBuilder2->AddFontFile(p.c_str()); } ::Microsoft::WRL::ComPtr fontSet; THROW_IF_FAILED(fontSetBuilder2->CreateFontSet(&fontSet)); THROW_IF_FAILED(factory3->CreateFontCollectionFromFontSet(fontSet.Get(), &_nearbyCollection)); } return _nearbyCollection; } [[nodiscard]] til::size DxFontRenderData::GlyphCell() noexcept { return _glyphCell; } [[nodiscard]] DxFontRenderData::LineMetrics DxFontRenderData::GetLineMetrics() noexcept { return _lineMetrics; } [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::DefaultTextFormat() noexcept { return _dwriteTextFormat; } [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::DefaultFontFace() noexcept { return _dwriteFontFace; } [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::DefaultBoxDrawingEffect() noexcept { return _boxDrawingEffect; } [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::ItalicTextFormat() noexcept { return _dwriteTextFormatItalic; } [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::ItalicFontFace() noexcept { return _dwriteFontFaceItalic; } // Routine Description: // - Updates the font used for drawing // Arguments: // - desired - Information specifying the font that is requested // - actual - Filled with the nearest font actually chosen for drawing // - dpi - The DPI of the screen // Return Value: // - S_OK or relevant DirectX error [[nodiscard]] HRESULT DxFontRenderData::UpdateFont(const FontInfoDesired& desired, FontInfo& actual, const int dpi) noexcept { try { _userLocaleName.clear(); std::wstring fontName(desired.GetFaceName()); DWRITE_FONT_WEIGHT weight = static_cast(desired.GetWeight()); DWRITE_FONT_STYLE style = DWRITE_FONT_STYLE_NORMAL; DWRITE_FONT_STRETCH stretch = DWRITE_FONT_STRETCH_NORMAL; std::wstring localeName = _GetUserLocaleName(); // _ResolveFontFaceWithFallback overrides the last argument with the locale name of the font, // but we should use the system's locale to render the text. std::wstring fontLocaleName = localeName; bool didFallback = false; const auto face = _ResolveFontFaceWithFallback(fontName, weight, stretch, style, fontLocaleName, didFallback); DWRITE_FONT_METRICS1 fontMetrics; face->GetMetrics(&fontMetrics); const UINT32 spaceCodePoint = L'M'; UINT16 spaceGlyphIndex; THROW_IF_FAILED(face->GetGlyphIndicesW(&spaceCodePoint, 1, &spaceGlyphIndex)); INT32 advanceInDesignUnits; THROW_IF_FAILED(face->GetDesignGlyphAdvances(1, &spaceGlyphIndex, &advanceInDesignUnits)); DWRITE_GLYPH_METRICS spaceMetrics = { 0 }; THROW_IF_FAILED(face->GetDesignGlyphMetrics(&spaceGlyphIndex, 1, &spaceMetrics)); // The math here is actually: // Requested Size in Points * DPI scaling factor * Points to Pixels scaling factor. // - DPI = dots per inch // - PPI = points per inch or "points" as usually seen when choosing a font size // - The DPI scaling factor is the current monitor DPI divided by 96, the default DPI. // - The Points to Pixels factor is based on the typography definition of 72 points per inch. // As such, converting requires taking the 96 pixel per inch default and dividing by the 72 points per inch // to get a factor of 1 and 1/3. // This turns into something like: // - 12 ppi font * (96 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 16 pixels tall font for 100% display (96 dpi is 100%) // - 12 ppi font * (144 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 24 pixels tall font for 150% display (144 dpi is 150%) // - 12 ppi font * (192 dpi / 96 dpi) * (96 dpi / 72 points per inch) = 32 pixels tall font for 200% display (192 dpi is 200%) float heightDesired = static_cast(desired.GetEngineSize().Y) * static_cast(USER_DEFAULT_SCREEN_DPI) / POINTS_PER_INCH; // The advance is the number of pixels left-to-right (X dimension) for the given font. // We're finding a proportional factor here with the design units in "ems", not an actual pixel measurement. // Now we play trickery with the font size. Scale by the DPI to get the height we expect. heightDesired *= (static_cast(dpi) / static_cast(USER_DEFAULT_SCREEN_DPI)); const float widthAdvance = static_cast(advanceInDesignUnits) / fontMetrics.designUnitsPerEm; // Use the real pixel height desired by the "em" factor for the width to get the number of pixels // we will need per character in width. This will almost certainly result in fractional X-dimension pixels. const float widthApprox = heightDesired * widthAdvance; // Since we can't deal with columns of the presentation grid being fractional pixels in width, round to the nearest whole pixel. const float widthExact = round(widthApprox); // Now reverse the "em" factor from above to turn the exact pixel width into a (probably) fractional // height in pixels of each character. It's easier for us to pad out height and align vertically // than it is horizontally. const auto fontSize = widthExact / widthAdvance; // Now figure out the basic properties of the character height which include ascent and descent // for this specific font size. const float ascent = (fontSize * fontMetrics.ascent) / fontMetrics.designUnitsPerEm; const float descent = (fontSize * fontMetrics.descent) / fontMetrics.designUnitsPerEm; // Get the gap. const float gap = (fontSize * fontMetrics.lineGap) / fontMetrics.designUnitsPerEm; const float halfGap = gap / 2; // We're going to build a line spacing object here to track all of this data in our format. DWRITE_LINE_SPACING lineSpacing = {}; lineSpacing.method = DWRITE_LINE_SPACING_METHOD_UNIFORM; // We need to make sure the baseline falls on a round pixel (not a fractional pixel). // If the baseline is fractional, the text appears blurry, especially at small scales. // Since we also need to make sure the bounding box as a whole is round pixels // (because the entire console system maths in full cell units), // we're just going to ceiling up the ascent and descent to make a full pixel amount // and set the baseline to the full round pixel ascent value. // // For reference, for the letters "ag": // ... // gggggg bottom of previous line // // ----------------- <===========================================| // | topSideBearing | 1/2 lineGap | // aaaaaa ggggggg <-------------------------|-------------| | // a g g | | | // aaaaa ggggg |<-ascent | | // a a g | | |---- lineHeight // aaaaa a gggggg <----baseline, verticalOriginY----------|---| // g g |<-descent | | // gggggg <-------------------------|-------------| | // | bottomSideBearing | 1/2 lineGap | // ----------------- <===========================================| // // aaaaaa ggggggg top of next line // ... // // Also note... // We're going to add half the line gap to the ascent and half the line gap to the descent // to ensure that the spacing is balanced vertically. // Generally speaking, the line gap is added to the ascent by DirectWrite itself for // horizontally drawn text which can place the baseline and glyphs "lower" in the drawing // box than would be desired for proper alignment of things like line and box characters // which will try to sit centered in the area and touch perfectly with their neighbors. const auto fullPixelAscent = ceil(ascent + halfGap); const auto fullPixelDescent = ceil(descent + halfGap); lineSpacing.height = fullPixelAscent + fullPixelDescent; lineSpacing.baseline = fullPixelAscent; // According to MSDN (https://docs.microsoft.com/en-us/windows/win32/api/dwrite_3/ne-dwrite_3-dwrite_font_line_gap_usage) // Setting "ENABLED" means we've included the line gapping in the spacing numbers given. lineSpacing.fontLineGapUsage = DWRITE_FONT_LINE_GAP_USAGE_ENABLED; // Create the font with the fractional pixel height size. // It should have an integer pixel width by our math above. // Then below, apply the line spacing to the format to position the floating point pixel height characters // into a cell that has an integer pixel height leaving some padding above/below as necessary to round them out. Microsoft::WRL::ComPtr format; THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(fontName.data(), nullptr, weight, style, stretch, fontSize, localeName.data(), &format)); THROW_IF_FAILED(format.As(&_dwriteTextFormat)); // We also need to create an italic variant of the font face and text // format, based on the same parameters, but using an italic style. std::wstring fontNameItalic = fontName; DWRITE_FONT_WEIGHT weightItalic = weight; DWRITE_FONT_STYLE styleItalic = DWRITE_FONT_STYLE_ITALIC; DWRITE_FONT_STRETCH stretchItalic = stretch; bool didItalicFallback = false; const auto faceItalic = _ResolveFontFaceWithFallback(fontNameItalic, weightItalic, stretchItalic, styleItalic, fontLocaleName, didItalicFallback); Microsoft::WRL::ComPtr formatItalic; THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(fontNameItalic.data(), nullptr, weightItalic, styleItalic, stretchItalic, fontSize, localeName.data(), &formatItalic)); THROW_IF_FAILED(formatItalic.As(&_dwriteTextFormatItalic)); Microsoft::WRL::ComPtr analyzer; THROW_IF_FAILED(_dwriteFactory->CreateTextAnalyzer(&analyzer)); THROW_IF_FAILED(analyzer.As(&_dwriteTextAnalyzer)); _dwriteFontFace = face; _dwriteFontFaceItalic = faceItalic; THROW_IF_FAILED(_dwriteTextFormat->SetLineSpacing(lineSpacing.method, lineSpacing.height, lineSpacing.baseline)); THROW_IF_FAILED(_dwriteTextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR)); THROW_IF_FAILED(_dwriteTextFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP)); // The scaled size needs to represent the pixel box that each character will fit within for the purposes // of hit testing math and other such multiplication/division. COORD coordSize = { 0 }; coordSize.X = gsl::narrow(widthExact); coordSize.Y = gsl::narrow_cast(lineSpacing.height); // Unscaled is for the purposes of re-communicating this font back to the renderer again later. // As such, we need to give the same original size parameter back here without padding // or rounding or scaling manipulation. const COORD unscaled = desired.GetEngineSize(); const COORD scaled = coordSize; actual.SetFromEngine(fontName, desired.GetFamily(), _dwriteTextFormat->GetFontWeight(), false, scaled, unscaled); actual.SetFallback(didFallback); LineMetrics lineMetrics; // There is no font metric for the grid line width, so we use a small // multiple of the font size, which typically rounds to a pixel. lineMetrics.gridlineWidth = std::round(fontSize * 0.025f); // All other line metrics are in design units, so to get a pixel value, // we scale by the font size divided by the design-units-per-em. const auto scale = fontSize / fontMetrics.designUnitsPerEm; lineMetrics.underlineOffset = std::round(fontMetrics.underlinePosition * scale); lineMetrics.underlineWidth = std::round(fontMetrics.underlineThickness * scale); lineMetrics.strikethroughOffset = std::round(fontMetrics.strikethroughPosition * scale); lineMetrics.strikethroughWidth = std::round(fontMetrics.strikethroughThickness * scale); // We always want the lines to be visible, so if a stroke width ends up // at zero after rounding, we need to make it at least 1 pixel. lineMetrics.gridlineWidth = std::max(lineMetrics.gridlineWidth, 1.0f); lineMetrics.underlineWidth = std::max(lineMetrics.underlineWidth, 1.0f); lineMetrics.strikethroughWidth = std::max(lineMetrics.strikethroughWidth, 1.0f); // Offsets are relative to the base line of the font, so we subtract // from the ascent to get an offset relative to the top of the cell. lineMetrics.underlineOffset = fullPixelAscent - lineMetrics.underlineOffset; lineMetrics.strikethroughOffset = fullPixelAscent - lineMetrics.strikethroughOffset; // For double underlines we need a second offset, just below the first, // but with a bit of a gap (about double the grid line width). lineMetrics.underlineOffset2 = lineMetrics.underlineOffset + lineMetrics.underlineWidth + std::round(fontSize * 0.05f); // However, we don't want the underline to extend past the bottom of the // cell, so we clamp the offset to fit just inside. const auto maxUnderlineOffset = lineSpacing.height - lineMetrics.underlineWidth; lineMetrics.underlineOffset2 = std::min(lineMetrics.underlineOffset2, maxUnderlineOffset); // But if the resulting gap isn't big enough even to register as a thicker // line, it's better to place the second line slightly above the first. if (lineMetrics.underlineOffset2 < lineMetrics.underlineOffset + lineMetrics.gridlineWidth) { lineMetrics.underlineOffset2 = lineMetrics.underlineOffset - lineMetrics.gridlineWidth; } // We also add half the stroke width to the offsets, since the line // coordinates designate the center of the line. lineMetrics.underlineOffset += lineMetrics.underlineWidth / 2.0f; lineMetrics.underlineOffset2 += lineMetrics.underlineWidth / 2.0f; lineMetrics.strikethroughOffset += lineMetrics.strikethroughWidth / 2.0f; _lineMetrics = lineMetrics; _glyphCell = actual.GetSize(); // Calculate and cache the box effect for the base font. Scale is 1.0f because the base font is exactly the scale we want already. RETURN_IF_FAILED(s_CalculateBoxEffect(DefaultTextFormat().Get(), _glyphCell.width(), DefaultFontFace().Get(), 1.0f, &_boxDrawingEffect)); } CATCH_RETURN(); return S_OK; } // Routine Description: // - Calculates the box drawing scale/translate matrix values to fit a box glyph into the cell as perfectly as possible. // Arguments: // - format - Text format used to determine line spacing (height including ascent & descent) as calculated from the base font. // - widthPixels - The pixel width of the available cell. // - face - The font face that is currently being used, may differ from the base font from the layout. // - fontScale - if the given font face is going to be scaled versus the format, we need to know so we can compensate for that. pass 1.0f for no scaling. // - effect - Receives the effect to apply to box drawing characters. If no effect is received, special treatment isn't required. // Return Value: // - S_OK, GSL/WIL errors, DirectWrite errors, or math errors. [[nodiscard]] HRESULT STDMETHODCALLTYPE DxFontRenderData::s_CalculateBoxEffect(IDWriteTextFormat* format, size_t widthPixels, IDWriteFontFace1* face, float fontScale, IBoxDrawingEffect** effect) noexcept try { // Check for bad in parameters. RETURN_HR_IF(E_INVALIDARG, !format); RETURN_HR_IF(E_INVALIDARG, !face); // Check the out parameter and fill it up with null. RETURN_HR_IF(E_INVALIDARG, !effect); *effect = nullptr; // The format is based around the main font that was specified by the user. // We need to know its size as well as the final spacing that was calculated around // it when it was first selected to get an idea of how large the bounding box is. const auto fontSize = format->GetFontSize(); DWRITE_LINE_SPACING_METHOD spacingMethod; float lineSpacing; // total height of the cells float baseline; // vertical position counted down from the top where the characters "sit" RETURN_IF_FAILED(format->GetLineSpacing(&spacingMethod, &lineSpacing, &baseline)); const float ascentPixels = baseline; const float descentPixels = lineSpacing - baseline; // We need this for the designUnitsPerEm which will be required to move back and forth between // Design Units and Pixels. I'll elaborate below. DWRITE_FONT_METRICS1 fontMetrics; face->GetMetrics(&fontMetrics); // If we had font fallback occur, the size of the font given to us (IDWriteFontFace1) can be different // than the font size used for the original format (IDWriteTextFormat). const auto scaledFontSize = fontScale * fontSize; // This is Unicode FULL BLOCK U+2588. // We presume that FULL BLOCK should be filling its entire cell in all directions so it should provide a good basis // in knowing exactly where to touch every single edge. // We're also presuming that the other box/line drawing glyphs were authored in this font to perfectly inscribe // inside of FULL BLOCK, with the same left/top/right/bottom bearings so they would look great when drawn adjacent. const UINT32 blockCodepoint = L'\x2588'; // Get the index of the block out of the font. UINT16 glyphIndex; RETURN_IF_FAILED(face->GetGlyphIndicesW(&blockCodepoint, 1, &glyphIndex)); // If it was 0, it wasn't found in the font. We're going to try again with // Unicode BOX DRAWINGS LIGHT VERTICAL AND HORIZONTAL U+253C which should be touching // all the edges of the possible rectangle, much like a full block should. if (glyphIndex == 0) { const UINT32 alternateCp = L'\x253C'; RETURN_IF_FAILED(face->GetGlyphIndicesW(&alternateCp, 1, &glyphIndex)); } // If we still didn't find the glyph index, we haven't implemented any further logic to figure out the box dimensions. // So we're just going to leave successfully as is and apply no scaling factor. It might look not-right, but it won't // stop the rendering pipeline. RETURN_HR_IF(S_FALSE, glyphIndex == 0); // Get the metrics of the given glyph, which we're going to treat as the outline box in which all line/block drawing // glyphs will be inscribed within, perfectly touching each edge as to align when two cells meet. DWRITE_GLYPH_METRICS boxMetrics = { 0 }; RETURN_IF_FAILED(face->GetDesignGlyphMetrics(&glyphIndex, 1, &boxMetrics)); // NOTE: All metrics we receive from DWRITE are going to be in "design units" which are a somewhat agnostic // way of describing proportions. // Converting back and forth between real pixels and design units is possible using // any font's specific fontSize and the designUnitsPerEm FONT_METRIC value. // // Here's what to know about the boxMetrics: // // // // topLeft --> +--------------------------------+ --- // | ^ | | // | | topSide | | // | | Bearing | | // | v | | // | +-----------------+ | | // | | | | | // | | | | | a // | | | | | d // | | | | | v // +<---->+ | | | a // | | | | | n // | left | | | | c // | Side | | | | e // | Bea- | | | | H // | ring | | right | | e // vertical | | | Side | | i // OriginY --> x | | Bea- | | g // | | | ring | | h // | | | | | t // | | +<----->+ | // | +-----------------+ | | // | ^ | | // | bottomSide | | | // | Bearing | | | // | v | | // +--------------------------------+ --- // // // | | // +--------------------------------+ // | advanceWidth | // // // NOTE: The bearings can be negative, in which case it is specifying that the glyphs overhang the box // as defined by the advanceHeight/width. // See also: https://docs.microsoft.com/en-us/windows/win32/api/dwrite/ns-dwrite-dwrite_glyph_metrics // The scale is a multiplier and the translation is addition. So *1 and +0 will mean nothing happens. const float defaultBoxVerticalScaleFactor = 1.0f; float boxVerticalScaleFactor = defaultBoxVerticalScaleFactor; const float defaultBoxVerticalTranslation = 0.0f; float boxVerticalTranslation = defaultBoxVerticalTranslation; { // First, find the dimensions of the glyph representing our fully filled box. // Ascent is how far up from the baseline we'll draw. // verticalOriginY is the measure from the topLeft corner of the bounding box down to where // the glyph's version of the baseline is. // topSideBearing is how much "gap space" is left between that topLeft and where the glyph // starts drawing. Subtract the gap space to find how far is drawn upward from baseline. const auto boxAscentDesignUnits = boxMetrics.verticalOriginY - boxMetrics.topSideBearing; // Descent is how far down from the baseline we'll draw. // advanceHeight is the total height of the drawn bounding box. // verticalOriginY is how much was given to the ascent, so subtract that out. // What remains is then the descent value. Remove the // bottomSideBearing as the "gap space" on the bottom to find how far is drawn downward from baseline. const auto boxDescentDesignUnits = boxMetrics.advanceHeight - boxMetrics.verticalOriginY - boxMetrics.bottomSideBearing; // The height, then, of the entire box is just the sum of the ascent above the baseline and the descent below. const auto boxHeightDesignUnits = boxAscentDesignUnits + boxDescentDesignUnits; // Second, find the dimensions of the cell we're going to attempt to fit within. // We know about the exact ascent/descent units in pixels as calculated when we chose a font and // adjusted the ascent/descent for a nice perfect baseline and integer total height. // All we need to do is adapt it into Design Units so it meshes nicely with the Design Units above. // Use the formula: Pixels * Design Units Per Em / Font Size = Design Units const auto cellAscentDesignUnits = ascentPixels * fontMetrics.designUnitsPerEm / scaledFontSize; const auto cellDescentDesignUnits = descentPixels * fontMetrics.designUnitsPerEm / scaledFontSize; const auto cellHeightDesignUnits = cellAscentDesignUnits + cellDescentDesignUnits; // OK, now do a few checks. If the drawn box touches the top and bottom of the cell // and the box is overall tall enough, then we'll not bother adjusting. // We will presume the font author has set things as they wish them to be. const auto boxTouchesCellTop = boxAscentDesignUnits >= cellAscentDesignUnits; const auto boxTouchesCellBottom = boxDescentDesignUnits >= cellDescentDesignUnits; const auto boxIsTallEnoughForCell = boxHeightDesignUnits >= cellHeightDesignUnits; // If not... if (!(boxTouchesCellTop && boxTouchesCellBottom && boxIsTallEnoughForCell)) { // Find a scaling factor that will make the total height drawn of this box // perfectly fit the same number of design units as the cell. // Since scale factor is a multiplier, it doesn't matter that this is design units. // The fraction between the two heights in pixels should be exactly the same // (which is what will matter when we go to actually render it... the pixels that is.) // Don't scale below 1.0. If it'd shrink, just center it at the prescribed scale. boxVerticalScaleFactor = std::max(cellHeightDesignUnits / boxHeightDesignUnits, 1.0f); // The box as scaled might be hanging over the top or bottom of the cell (or both). // We find out the amount of overhang/underhang on both the top and the bottom. const auto extraAscent = boxAscentDesignUnits * boxVerticalScaleFactor - cellAscentDesignUnits; const auto extraDescent = boxDescentDesignUnits * boxVerticalScaleFactor - cellDescentDesignUnits; // This took a bit of time and effort and it's difficult to put into words, but here goes. // We want the average of the two magnitudes to find out how much to "take" from one and "give" // to the other such that both are equal. We presume the glyphs are designed to be drawn // centered in their box vertically to look good. // The ordering around subtraction is required to ensure that the direction is correct with a negative // translation moving up (taking excess descent and adding to ascent) and positive is the opposite. const auto boxVerticalTranslationDesignUnits = (extraAscent - extraDescent) / 2; // The translation is just a raw movement of pixels up or down. Since we were working in Design Units, // we need to run the opposite algorithm shown above to go from Design Units to Pixels. boxVerticalTranslation = boxVerticalTranslationDesignUnits * scaledFontSize / fontMetrics.designUnitsPerEm; } } // The horizontal adjustments follow the exact same logic as the vertical ones. const float defaultBoxHorizontalScaleFactor = 1.0f; float boxHorizontalScaleFactor = defaultBoxHorizontalScaleFactor; const float defaultBoxHorizontalTranslation = 0.0f; float boxHorizontalTranslation = defaultBoxHorizontalTranslation; { // This is the only difference. We don't have a horizontalOriginX from the metrics. // However, https://docs.microsoft.com/en-us/windows/win32/api/dwrite/ns-dwrite-dwrite_glyph_metrics says // the X coordinate is specified by half the advanceWidth to the right of the horizontalOrigin. // So we'll use that as the "center" and apply it the role that verticalOriginY had above. const auto boxCenterDesignUnits = boxMetrics.advanceWidth / 2; const auto boxLeftDesignUnits = boxCenterDesignUnits - boxMetrics.leftSideBearing; const auto boxRightDesignUnits = boxMetrics.advanceWidth - boxMetrics.rightSideBearing - boxCenterDesignUnits; const auto boxWidthDesignUnits = boxLeftDesignUnits + boxRightDesignUnits; const auto cellWidthDesignUnits = widthPixels * fontMetrics.designUnitsPerEm / scaledFontSize; const auto cellLeftDesignUnits = cellWidthDesignUnits / 2; const auto cellRightDesignUnits = cellLeftDesignUnits; const auto boxTouchesCellLeft = boxLeftDesignUnits >= cellLeftDesignUnits; const auto boxTouchesCellRight = boxRightDesignUnits >= cellRightDesignUnits; const auto boxIsWideEnoughForCell = boxWidthDesignUnits >= cellWidthDesignUnits; if (!(boxTouchesCellLeft && boxTouchesCellRight && boxIsWideEnoughForCell)) { boxHorizontalScaleFactor = std::max(cellWidthDesignUnits / boxWidthDesignUnits, 1.0f); const auto extraLeft = boxLeftDesignUnits * boxHorizontalScaleFactor - cellLeftDesignUnits; const auto extraRight = boxRightDesignUnits * boxHorizontalScaleFactor - cellRightDesignUnits; const auto boxHorizontalTranslationDesignUnits = (extraLeft - extraRight) / 2; boxHorizontalTranslation = boxHorizontalTranslationDesignUnits * scaledFontSize / fontMetrics.designUnitsPerEm; } } // If we set anything, make a drawing effect. Otherwise, there isn't one. if (defaultBoxVerticalScaleFactor != boxVerticalScaleFactor || defaultBoxVerticalTranslation != boxVerticalTranslation || defaultBoxHorizontalScaleFactor != boxHorizontalScaleFactor || defaultBoxHorizontalTranslation != boxHorizontalTranslation) { // OK, make the object that will represent our effect, stuff the metrics into it, and return it. RETURN_IF_FAILED(WRL::MakeAndInitialize(effect, boxVerticalScaleFactor, boxVerticalTranslation, boxHorizontalScaleFactor, boxHorizontalTranslation)); } return S_OK; } CATCH_RETURN() // Routine Description: // - Attempts to locate the font given, but then begins falling back if we cannot find it. // - We'll try to fall back to Consolas with the given weight/stretch/style first, // then try Consolas again with normal weight/stretch/style, // and if nothing works, then we'll throw an error. // Arguments: // - familyName - The font name we should be looking for // - weight - The weight (bold, light, etc.) // - stretch - The stretch of the font is the spacing between each letter // - style - Normal, italic, etc. // - localeName - Locale to search for appropriate fonts // - didFallback - Indicates whether we couldn't match the user request and had to choose from a hardcoded default list. // Return Value: // - Smart pointer holding interface reference for queryable font data. [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::_ResolveFontFaceWithFallback(std::wstring& familyName, DWRITE_FONT_WEIGHT& weight, DWRITE_FONT_STRETCH& stretch, DWRITE_FONT_STYLE& style, std::wstring& localeName, bool& didFallback) const { // First attempt to find exactly what the user asked for. didFallback = false; Microsoft::WRL::ComPtr face{ nullptr }; // GH#10211 - wrap this all up in a try/catch. If the nearby fonts are // corrupted, then we don't want to throw out of this top half of this // method. We still want to fall back to a font that's reasonable, below. try { face = _FindFontFace(familyName, weight, stretch, style, localeName, true); if (!face) { // If we missed, try looking a little more by trimming the last word off the requested family name a few times. // Quite often, folks are specifying weights or something in the familyName and it causes failed resolution and // an unexpected error dialog. We theoretically could detect the weight words and convert them, but this // is the quick fix for the majority scenario. // The long/full fix is backlogged to GH#9744 // Also this doesn't count as a fallback because we don't want to annoy folks with the warning dialog over // this resolution. while (!face && !familyName.empty()) { const auto lastSpace = familyName.find_last_of(UNICODE_SPACE); // value is unsigned and npos will be greater than size. // if we didn't find anything to trim, leave. if (lastSpace >= familyName.size()) { break; } // trim string down to just before the found space // (space found at 6... trim from 0 for 6 length will give us 0-5 as the new string) familyName = familyName.substr(0, lastSpace); // Try to find it with the shortened family name face = _FindFontFace(familyName, weight, stretch, style, localeName, true); } } } CATCH_LOG(); // Alright, if our quick shot at trimming didn't work either... // move onto looking up a font from our hardcoded list of fonts // that should really always be available. if (!face) { for (const auto fallbackFace : FALLBACK_FONT_FACES) { familyName = fallbackFace; // With these fonts, don't attempt the nearby lookup. We're looking // for system fonts only. If one of the nearby fonts is causing us // problems (like in GH#10211), then we don't want to go anywhere // near it in this part. face = _FindFontFace(familyName, weight, stretch, style, localeName, false); if (face) { didFallback = true; break; } familyName = fallbackFace; weight = DWRITE_FONT_WEIGHT_NORMAL; stretch = DWRITE_FONT_STRETCH_NORMAL; style = DWRITE_FONT_STYLE_NORMAL; face = _FindFontFace(familyName, weight, stretch, style, localeName, false); if (face) { didFallback = true; break; } } } THROW_HR_IF_NULL(E_FAIL, face); return face; } // Routine Description: // - Locates a suitable font face from the given information // Arguments: // - familyName - The font name we should be looking for // - weight - The weight (bold, light, etc.) // - stretch - The stretch of the font is the spacing between each letter // - style - Normal, italic, etc. // Return Value: // - Smart pointer holding interface reference for queryable font data. [[nodiscard]] Microsoft::WRL::ComPtr DxFontRenderData::_FindFontFace(std::wstring& familyName, DWRITE_FONT_WEIGHT& weight, DWRITE_FONT_STRETCH& stretch, DWRITE_FONT_STYLE& style, std::wstring& localeName, const bool withNearbyLookup) const { Microsoft::WRL::ComPtr fontFace; Microsoft::WRL::ComPtr fontCollection; THROW_IF_FAILED(_dwriteFactory->GetSystemFontCollection(&fontCollection, false)); UINT32 familyIndex; BOOL familyExists; THROW_IF_FAILED(fontCollection->FindFamilyName(familyName.data(), &familyIndex, &familyExists)); // If the system collection missed, try the files sitting next to our binary. if (withNearbyLookup && !familyExists) { auto&& nearbyCollection = NearbyCollection(); // May be null on OS below Windows 10. If null, just skip the attempt. if (nearbyCollection) { nearbyCollection.As(&fontCollection); THROW_IF_FAILED(fontCollection->FindFamilyName(familyName.data(), &familyIndex, &familyExists)); } } if (familyExists) { Microsoft::WRL::ComPtr fontFamily; THROW_IF_FAILED(fontCollection->GetFontFamily(familyIndex, &fontFamily)); Microsoft::WRL::ComPtr font; THROW_IF_FAILED(fontFamily->GetFirstMatchingFont(weight, stretch, style, &font)); Microsoft::WRL::ComPtr fontFace0; THROW_IF_FAILED(font->CreateFontFace(&fontFace0)); THROW_IF_FAILED(fontFace0.As(&fontFace)); // Retrieve metrics in case the font we created was different than what was requested. weight = font->GetWeight(); stretch = font->GetStretch(); style = font->GetStyle(); // Dig the family name out at the end to return it. familyName = _GetFontFamilyName(fontFamily.Get(), localeName); } return fontFace; } // Routine Description: // - Retrieves the font family name out of the given object in the given locale. // - If we can't find a valid name for the given locale, we'll fallback and report it back. // Arguments: // - fontFamily - DirectWrite font family object // - localeName - The locale in which the name should be retrieved. // - If fallback occurred, this is updated to what we retrieved instead. // Return Value: // - Localized string name of the font family [[nodiscard]] std::wstring DxFontRenderData::_GetFontFamilyName(gsl::not_null const fontFamily, std::wstring& localeName) const { // See: https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nn-dwrite-idwritefontcollection Microsoft::WRL::ComPtr familyNames; THROW_IF_FAILED(fontFamily->GetFamilyNames(&familyNames)); // First we have to find the right family name for the locale. We're going to bias toward what the caller // requested, but fallback if we need to and reply with the locale we ended up choosing. UINT32 index = 0; BOOL exists = false; // This returns S_OK whether or not it finds a locale name. Check exists field instead. // If it returns an error, it's a real problem, not an absence of this locale name. // https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-findlocalename THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists)); // If we tried and it still doesn't exist, try with the fallback locale. if (!exists) { localeName = FALLBACK_LOCALE; THROW_IF_FAILED(familyNames->FindLocaleName(localeName.data(), &index, &exists)); } // If it still doesn't exist, we're going to try index 0. if (!exists) { index = 0; // Get the locale name out so at least the caller knows what locale this name goes with. UINT32 length = 0; THROW_IF_FAILED(familyNames->GetLocaleNameLength(index, &length)); localeName.resize(length); // https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalenamelength // https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getlocalename // GetLocaleNameLength does not include space for null terminator, but GetLocaleName needs it so add one. THROW_IF_FAILED(familyNames->GetLocaleName(index, localeName.data(), length + 1)); } // OK, now that we've decided which family name and the locale that it's in... let's go get it. UINT32 length = 0; THROW_IF_FAILED(familyNames->GetStringLength(index, &length)); // Make our output buffer and resize it so it is allocated. std::wstring retVal; retVal.resize(length); // FINALLY, go fetch the string name. // https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstringlength // https://docs.microsoft.com/en-us/windows/win32/api/dwrite/nf-dwrite-idwritelocalizedstrings-getstring // Once again, GetStringLength is without the null, but GetString needs the null. So add one. THROW_IF_FAILED(familyNames->GetString(index, retVal.data(), length + 1)); // and return it. return retVal; } [[nodiscard]] std::wstring DxFontRenderData::_GetUserLocaleName() { if (_userLocaleName.empty()) { std::array localeName; const auto returnCode = GetUserDefaultLocaleName(localeName.data(), gsl::narrow(localeName.size())); if (returnCode) { _userLocaleName = { localeName.data() }; } else { _userLocaleName = { FALLBACK_LOCALE.data(), FALLBACK_LOCALE.size() }; } } return _userLocaleName; } // Routine Description: // - Digs through the directory that the current executable is running within to find // any TTF files sitting next to it. // Arguments: // - // Return Value: // - Iterable collection of filesystem paths, one per font file that was found [[nodiscard]] std::vector DxFontRenderData::s_GetNearbyFonts() { std::vector paths; // Find the directory we're running from then enumerate all the TTF files // sitting next to us. const std::filesystem::path module{ wil::GetModuleFileNameW(nullptr) }; const auto folder{ module.parent_path() }; for (auto& p : std::filesystem::directory_iterator(folder)) { if (p.is_regular_file()) { auto extension = p.path().extension().wstring(); std::transform(extension.begin(), extension.end(), extension.begin(), std::towlower); static constexpr std::wstring_view ttfExtension{ L".ttf" }; if (ttfExtension == extension) { paths.push_back(p); } } } return paths; }