terminal/src/renderer/dx/DxFontRenderData.cpp
Leonard Hecker 0bd5ddd7a5 wip
2021-11-23 03:44:12 +01:00

945 lines
46 KiB
C++

// Copyright (c) Microsoft Corporation.
// Licensed under the MIT license.
#include "precomp.h"
#include "DxFontRenderData.h"
#include "unicode.hpp"
#include <VersionHelpers.h>
static constexpr float POINTS_PER_INCH = 72.0f;
static constexpr const wchar_t* FALLBACK_FONT_FACES[] = { L"Consolas", L"Lucida Console", L"Courier New" };
static constexpr wchar_t FALLBACK_LOCALE[]{ L"en-us" };
using namespace Microsoft::Console::Render;
DxFontRenderData::DxFontRenderData(::Microsoft::WRL::ComPtr<IDWriteFactory1> dwriteFactory) noexcept :
_dwriteFactory(dwriteFactory),
_fontSize{},
_lineMetrics{},
_lineSpacing{}
{
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteTextAnalyzer1> DxFontRenderData::Analyzer()
{
if (!_dwriteTextAnalyzer)
{
Microsoft::WRL::ComPtr<IDWriteTextAnalyzer> analyzer;
THROW_IF_FAILED(_dwriteFactory->CreateTextAnalyzer(&analyzer));
THROW_IF_FAILED(analyzer.As(&_dwriteTextAnalyzer));
}
return _dwriteTextAnalyzer;
}
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFontFallback> DxFontRenderData::SystemFontFallback()
{
if (!_systemFontFallback)
{
::Microsoft::WRL::ComPtr<IDWriteFactory2> factory2;
THROW_IF_FAILED(_dwriteFactory.As(&factory2));
factory2->GetSystemFontFallback(&_systemFontFallback);
}
return _systemFontFallback;
}
void DxFontRenderData::_RefreshUserLocaleName()
{
std::array<wchar_t, LOCALE_NAME_MAX_LENGTH> buffer;
const wchar_t* localeName = buffer.data();
auto length = GetUserDefaultLocaleName(buffer.data(), gsl::narrow_cast<int>(buffer.size()));
if (length <= 0)
{
localeName = &FALLBACK_LOCALE[0];
length = sizeof(FALLBACK_LOCALE);
}
// length is including the trailing null byte.
// See GetUserDefaultLocaleName()'s docs.
_userLocaleName = wil::make_process_heap_string_nothrow(localeName, length - 1);
}
[[nodiscard]] til::size DxFontRenderData::GlyphCell() const noexcept
{
return _glyphCell;
}
[[nodiscard]] DxFontRenderData::LineMetrics DxFontRenderData::GetLineMetrics() const noexcept
{
return _lineMetrics;
}
[[nodiscard]] DWRITE_FONT_WEIGHT DxFontRenderData::DefaultFontWeight() const noexcept
{
return _userFontWeight;
}
[[nodiscard]] DWRITE_FONT_STYLE DxFontRenderData::DefaultFontStyle() noexcept
{
return DWRITE_FONT_STYLE_NORMAL;
}
[[nodiscard]] DWRITE_FONT_STRETCH DxFontRenderData::DefaultFontStretch() noexcept
{
return DWRITE_FONT_STRETCH_NORMAL;
}
[[nodiscard]] const std::vector<DWRITE_FONT_FEATURE>& DxFontRenderData::DefaultFontFeatures() const noexcept
{
return _featureVector;
}
[[nodiscard]] IDWriteTextFormat* DxFontRenderData::DefaultTextFormat() const noexcept
{
return _textFormats[0][0].Get();
}
[[nodiscard]] IDWriteFontFace1* DxFontRenderData::DefaultFontFace() const noexcept
{
return _fontFaces[0][0].Get();
}
[[nodiscard]] IBoxDrawingEffect* DxFontRenderData::DefaultBoxDrawingEffect()
{
if (!_boxDrawingEffect)
{
// 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.
THROW_IF_FAILED(s_CalculateBoxEffect(DefaultTextFormat(), _glyphCell.width(), DefaultFontFace(), 1.0f, &_boxDrawingEffect));
}
return _boxDrawingEffect.Get();
}
[[nodiscard]] IDWriteTextFormat* DxFontRenderData::TextFormatWithAttribute(DWRITE_FONT_WEIGHT weight, DWRITE_FONT_STYLE style) const noexcept
{
return _textFormats[style != DWRITE_FONT_STYLE_NORMAL][weight != _userFontWeight].Get();
}
[[nodiscard]] IDWriteFontFace1* DxFontRenderData::FontFaceWithAttribute(DWRITE_FONT_WEIGHT weight, DWRITE_FONT_STYLE style) const noexcept
{
return _fontFaces[style != DWRITE_FONT_STYLE_NORMAL][weight != _userFontWeight].Get();
}
const std::vector<DWRITE_FONT_AXIS_VALUE>& DxFontRenderData::GetAxisVector(DWRITE_FONT_WEIGHT weight, DWRITE_FONT_STYLE style) const noexcept
{
return _textFormatAxes[style != DWRITE_FONT_STYLE_NORMAL][weight != _userFontWeight];
}
// 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, const std::unordered_map<std::wstring_view, uint32_t>& features, const std::unordered_map<std::wstring_view, float>& axes) noexcept
try
{
std::vector<DWRITE_FONT_FEATURE> fontFeatures;
if (!features.empty())
{
fontFeatures.reserve(features.size() + 3);
// All of these features are enabled by default by DirectWrite.
// If you want to (and can) peek into the source of DirectWrite
// you can look for the "GenericDefaultGsubFeatures" and "GenericDefaultGposFeatures" arrays.
// Gsub is for GetGlyphs() and Gpos for GetGlyphPlacements().
//
// GH#10774: Apparently specifying all of the features is just redundant.
fontFeatures.emplace_back(DWRITE_FONT_FEATURE{ DWRITE_FONT_FEATURE_TAG_STANDARD_LIGATURES, 1 });
fontFeatures.emplace_back(DWRITE_FONT_FEATURE{ DWRITE_FONT_FEATURE_TAG_CONTEXTUAL_LIGATURES, 1 });
fontFeatures.emplace_back(DWRITE_FONT_FEATURE{ DWRITE_FONT_FEATURE_TAG_CONTEXTUAL_ALTERNATES, 1 });
for (const auto& p : features)
{
if (p.first.size() == 4)
{
const auto s = p.first.data();
switch (const auto tag = DWRITE_MAKE_FONT_FEATURE_TAG(s[0], s[1], s[2], s[3]))
{
case DWRITE_FONT_FEATURE_TAG_STANDARD_LIGATURES:
fontFeatures[0].parameter = p.second;
break;
case DWRITE_FONT_FEATURE_TAG_CONTEXTUAL_LIGATURES:
fontFeatures[1].parameter = p.second;
break;
case DWRITE_FONT_FEATURE_TAG_CONTEXTUAL_ALTERNATES:
fontFeatures[2].parameter = p.second;
break;
default:
fontFeatures.emplace_back(DWRITE_FONT_FEATURE{ tag, p.second });
break;
}
}
}
}
std::vector<DWRITE_FONT_AXIS_VALUE> fontAxisValues;
if (!axes.empty())
{
fontAxisValues.reserve(axes.size() + 3);
// Just a few lines below we configure IDWriteTextFormat3 instances with these font axes.
// We need at least all 3 of these axes below, in order to ensure that if we get a request for an italic
// text format, we can supply an italic one, no matter what font axes the user set (or didn't set).
fontAxisValues.emplace_back(DWRITE_FONT_AXIS_VALUE{ DWRITE_FONT_AXIS_TAG_WEIGHT, -1.0f });
fontAxisValues.emplace_back(DWRITE_FONT_AXIS_VALUE{ DWRITE_FONT_AXIS_TAG_ITALIC, -1.0f });
fontAxisValues.emplace_back(DWRITE_FONT_AXIS_VALUE{ DWRITE_FONT_AXIS_TAG_SLANT, -1.0f });
for (const auto& p : axes)
{
if (p.first.size() == 4)
{
const auto s = p.first.data();
switch (const auto tag = DWRITE_MAKE_FONT_AXIS_TAG(s[0], s[1], s[2], s[3]))
{
case DWRITE_FONT_AXIS_TAG_WEIGHT:
fontAxisValues[0].value = p.second;
break;
case DWRITE_FONT_AXIS_TAG_ITALIC:
fontAxisValues[1].value = p.second;
break;
case DWRITE_FONT_AXIS_TAG_SLANT:
fontAxisValues[2].value = p.second;
break;
default:
fontAxisValues.emplace_back(DWRITE_FONT_AXIS_VALUE{ tag, p.second });
break;
}
}
}
}
_RefreshUserLocaleName();
_BuildFontRenderData(desired, actual, dpi);
_featureVector = std::move(fontFeatures);
_userFontWeight = static_cast<DWRITE_FONT_WEIGHT>(actual.GetWeight());
_boxDrawingEffect.Reset();
{
// Just a few lines above we hardcode indices 0/1/2 in fontAxisValues to the weight/italic/slant axes.
// If they're -1.0f they haven't been set by the user and must be filled by us.
// When we call SetFontAxisValues() we basically override (disable) DirectWrite's internal font axes,
// and if either of the 3 aren't set we'd make it impossible for the user to see bold/italic text.
#pragma warning(suppress : 26494) // Variable 'standardAxes' is uninitialized. Always initialize an object (type.5).
std::array<DWRITE_FONT_AXIS_VALUE, 3> standardAxes;
if (!fontAxisValues.empty())
{
Expects(fontAxisValues.size() >= standardAxes.size());
memcpy(standardAxes.data(), fontAxisValues.data(), sizeof(standardAxes));
}
for (auto italic = 0; italic < 2; ++italic)
{
for (auto bold = 0; bold < 2; ++bold)
{
const auto fontWeight = bold ? DWRITE_FONT_WEIGHT_BOLD : _userFontWeight;
const auto fontStyle = italic ? DWRITE_FONT_STYLE_ITALIC : DWRITE_FONT_STYLE_NORMAL;
auto& textFormat = _textFormats[italic][bold];
// If the given face name couldn't be found this will call _NearbyCollection at some point.
// Thanks to that we can use _nearbyFontCollection.Get() below to get the font collection for our textFormat as well.
const auto font = _ResolveFontWithFallback(actual.GetFaceName(), fontWeight, fontStyle);
Microsoft::WRL::ComPtr<IDWriteFontFace> face;
THROW_IF_FAILED(font->CreateFontFace(&face));
THROW_IF_FAILED(face.As(&_fontFaces[italic][bold]));
THROW_IF_FAILED(_dwriteFactory->CreateTextFormat(actual.GetFaceName().c_str(), _nearbyFontCollection.Get(), font->GetWeight(), font->GetStyle(), DWRITE_FONT_STRETCH_NORMAL, _fontSize, _userLocaleName.get(), &textFormat));
THROW_IF_FAILED(textFormat->SetLineSpacing(_lineSpacing.method, _lineSpacing.height, _lineSpacing.baseline));
THROW_IF_FAILED(textFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR));
THROW_IF_FAILED(textFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP));
if (!fontAxisValues.empty())
{
Microsoft::WRL::ComPtr<IDWriteTextFormat3> textFormat3;
if (SUCCEEDED(textFormat.As(&textFormat3)))
{
// The wght axis defaults to the font weight.
fontAxisValues[0].value = bold || standardAxes[0].value == -1.0f ? static_cast<float>(fontWeight) : standardAxes[0].value;
// The ital axis defaults to 1 if this is italic and 0 otherwise.
fontAxisValues[1].value = italic ? 1.0f : (standardAxes[1].value == -1.0f ? 0.0f : standardAxes[1].value);
// The slnt axis defaults to -12 if this is italic and 0 otherwise.
fontAxisValues[2].value = italic ? -12.0f : (standardAxes[2].value == -1.0f ? 0.0f : standardAxes[2].value);
THROW_IF_FAILED(textFormat3->SetFontAxisValues(fontAxisValues.data(), gsl::narrow_cast<UINT32>(fontAxisValues.size())));
_textFormatAxes[italic][bold] = fontAxisValues;
}
}
}
}
}
return S_OK;
}
CATCH_RETURN()
// 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 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<BoxDrawingEffect>(effect, boxVerticalScaleFactor, boxVerticalTranslation, boxHorizontalScaleFactor, boxHorizontalTranslation));
}
return S_OK;
}
CATCH_RETURN()
// Routine Description:
// - Returns whether the user set or updated any of the font features to be applied
bool DxFontRenderData::DidUserSetFeatures() const noexcept
{
return !_featureVector.empty();
}
// Routine Description:
// - Returns whether the user set or updated any of the font axes to be applied
bool DxFontRenderData::DidUserSetAxes() const noexcept
{
return !_textFormatAxes[0][0].empty();
}
// Routine Description:
// - Build the needed data for rendering according to the font used
// 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:
// - None
void DxFontRenderData::_BuildFontRenderData(const FontInfoDesired& desired, FontInfo& actual, const int dpi)
{
// This is the first attempt to resolve font face after `UpdateFont`.
// Note that the following line may cause property changes _inside_ `_defaultFontInfo` because the desired font may not exist.
// See the implementation of `ResolveFontFaceWithFallback` for details.
const auto font = _ResolveFontWithFallback(desired.GetFaceName(), static_cast<DWRITE_FONT_WEIGHT>(desired.GetWeight()), DWRITE_FONT_STYLE_NORMAL);
Microsoft::WRL::ComPtr<IDWriteFontFace> face;
THROW_IF_FAILED(font->CreateFontFace(&face));
DWRITE_FONT_METRICS1 fontMetrics;
face->GetMetrics(&fontMetrics);
const UINT32 spaceCodePoint = L'M';
UINT16 spaceGlyphIndex;
THROW_IF_FAILED(face->GetGlyphIndicesW(&spaceCodePoint, 1, &spaceGlyphIndex));
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<float>(desired.GetEngineSize().Y) * static_cast<float>(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<float>(dpi) / static_cast<float>(USER_DEFAULT_SCREEN_DPI));
const float widthAdvance = static_cast<float>(spaceMetrics.advanceWidth) / 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;
_fontSize = fontSize;
// 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;
_lineSpacing = lineSpacing;
// 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<SHORT>(widthExact);
coordSize.Y = gsl::narrow_cast<SHORT>(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(desired.GetFaceName().c_str(),
desired.GetFamily(),
desired.GetWeight(),
false,
scaled,
unscaled);
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();
}
// 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:
// - dwriteFactory - The DWrite factory to use
// - localeName - Locale to search for appropriate fonts
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFont> DxFontRenderData::_ResolveFontWithFallback(std::wstring familyName, DWRITE_FONT_WEIGHT weight, DWRITE_FONT_STYLE style)
{
if (familyName.empty())
{
familyName = L"Consolas";
}
if (!weight)
{
weight = DWRITE_FONT_WEIGHT_NORMAL;
}
if (!style)
{
style = DWRITE_FONT_STYLE_NORMAL;
}
// First attempt to find exactly what the user asked for.
Microsoft::WRL::ComPtr<IDWriteFont> font;
// 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
{
font = _FindFont(familyName.c_str(), weight, style);
if (!font)
{
// 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 (!font && !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
font = _FindFont(familyName.c_str(), weight, style);
}
}
}
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 (!font)
{
for (const auto fallbackFont : FALLBACK_FONT_FACES)
{
// 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.
font = _FindFont(fallbackFont, weight, style);
if (font)
{
break;
}
font = _FindFont(fallbackFont, DWRITE_FONT_WEIGHT_NORMAL, DWRITE_FONT_STYLE_NORMAL);
if (font)
{
break;
}
}
}
THROW_HR_IF_NULL(E_FAIL, font);
return font;
}
// Routine Description:
// - Locates a suitable font face from the given information
// Arguments:
// - dwriteFactory - The DWrite factory to use
// - localeName - Locale to search for appropriate fonts
// Return Value:
// - Smart pointer holding interface reference for queryable font data.
[[nodiscard]] Microsoft::WRL::ComPtr<IDWriteFont> DxFontRenderData::_FindFont(const wchar_t* familyName, DWRITE_FONT_WEIGHT weight, DWRITE_FONT_STYLE style)
{
Microsoft::WRL::ComPtr<IDWriteFont> font;
Microsoft::WRL::ComPtr<IDWriteFontCollection> fontCollection;
THROW_IF_FAILED(_dwriteFactory->GetSystemFontCollection(&fontCollection, false));
UINT32 familyIndex;
BOOL familyExists;
THROW_IF_FAILED(fontCollection->FindFamilyName(familyName, &familyIndex, &familyExists));
// If the system collection missed, try the files sitting next to our binary.
if (!familyExists)
{
// May be null on OS below Windows 10. If null, just skip the attempt.
if (const auto nearbyCollection = _NearbyCollection())
{
THROW_IF_FAILED(nearbyCollection->FindFamilyName(familyName, &familyIndex, &familyExists));
fontCollection = nearbyCollection;
}
}
if (familyExists)
{
Microsoft::WRL::ComPtr<IDWriteFontFamily> fontFamily;
THROW_IF_FAILED(fontCollection->GetFontFamily(familyIndex, &fontFamily));
THROW_IF_FAILED(fontFamily->GetFirstMatchingFont(weight, DWRITE_FONT_STRETCH_NORMAL, style, &font));
}
return font;
}
// 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:
// - dwriteFactory - The DWrite factory to use
// Return Value:
// - DirectWrite font collection. May be null if one cannot be created.
[[nodiscard]] IDWriteFontCollection* DxFontRenderData::_NearbyCollection()
{
if (_nearbyFontCollection)
{
return _nearbyFontCollection.Get();
}
// The convenience interfaces for loading fonts from files
// are only available on Windows 10+.
::Microsoft::WRL::ComPtr<IDWriteFactory6> factory6;
if (FAILED(_dwriteFactory->QueryInterface<IDWriteFactory6>(&factory6)))
{
return nullptr;
}
::Microsoft::WRL::ComPtr<IDWriteFontCollection1> systemFontCollection;
THROW_IF_FAILED(factory6->GetSystemFontCollection(false, &systemFontCollection, 0));
::Microsoft::WRL::ComPtr<IDWriteFontSet> systemFontSet;
THROW_IF_FAILED(systemFontCollection->GetFontSet(&systemFontSet));
::Microsoft::WRL::ComPtr<IDWriteFontSetBuilder2> fontSetBuilder2;
THROW_IF_FAILED(factory6->CreateFontSetBuilder(&fontSetBuilder2));
THROW_IF_FAILED(fontSetBuilder2->AddFontSet(systemFontSet.Get()));
// 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();
for (auto& p : knownPaths)
{
fontSetBuilder2->AddFontFile(p.c_str());
}
::Microsoft::WRL::ComPtr<IDWriteFontSet> fontSet;
THROW_IF_FAILED(fontSetBuilder2->CreateFontSet(&fontSet));
::Microsoft::WRL::ComPtr<IDWriteFontCollection1> fontCollection;
THROW_IF_FAILED(factory6->CreateFontCollectionFromFontSet(fontSet.Get(), &fontCollection));
_nearbyFontCollection = fontCollection;
return _nearbyFontCollection.Get();
}
// Routine Description:
// - Digs through the directory that the current executable is running within to find
// any TTF files sitting next to it.
// Arguments:
// - <none>
// Return Value:
// - Iterable collection of filesystem paths, one per font file that was found
[[nodiscard]] std::vector<std::filesystem::path> DxFontRenderData::s_GetNearbyFonts()
{
std::vector<std::filesystem::path> 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<std::wstring>(nullptr) };
const auto folder{ module.parent_path() };
for (const auto& p : std::filesystem::directory_iterator(folder))
{
if (til::ends_with_insensitive_ascii(p.path().native(), L".ttf"))
{
paths.push_back(p.path());
}
}
return paths;
}