Added a debugging guide for Windows. Will have to investigate this more, because I can't find any information online that suggests Direct2D should not respect clipping when drawing text :S Also more TODOs.
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@ -49,6 +49,21 @@ static void handlerDraw(uiAreaHandler *a, uiArea *area, uiAreaDrawParams *p)
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uiDrawClip(p->Context, path);
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uiDrawFreePath(path);
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// TODO get rid of this later
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path = uiDrawNewPath(uiDrawFillModeWinding);
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uiDrawPathAddRectangle(path, -100, -100,
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p->AreaWidth * 2,
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p->AreaHeight * 2);
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uiDrawPathEnd(path);
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uiDrawBrush b;
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b.Type = uiDrawBrushTypeSolid;
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b.R = 0.0;
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b.G = 1.0;
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b.B = 0.0;
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b.A = 1.0;
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uiDrawFill(p->Context, path, &b);
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uiDrawFreePath(path);
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layout = uiDrawNewTextLayout(attrstr,
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&defaultFont,
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p->AreaWidth - 2 * margins);
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@ -5,6 +5,8 @@
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// So let's use Uniscribe (see http://archives.miloush.net/michkap/archive/2005/01/14/352802.html)
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// See also http://www.catch22.net/tuts/uniscribe-mysteries, http://www.catch22.net/tuts/keyboard-navigation, and https://maxradi.us/documents/uniscribe/ for more details.
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// TODO the DirectWrite equivalent appears to be https://msdn.microsoft.com/en-us/library/windows/desktop/dd316625(v=vs.85).aspx but is somehow somewhat more complicated to use than Uniscribe is! maybe the PadWrite sample uses it? or should we just keep using Uniscribe?
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int graphemesTakesUTF16(void)
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{
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return 1;
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