diff options
Diffstat (limited to 'vcl/win/source/gdi/winlayout.cxx')
-rw-r--r-- | vcl/win/source/gdi/winlayout.cxx | 64 |
1 files changed, 57 insertions, 7 deletions
diff --git a/vcl/win/source/gdi/winlayout.cxx b/vcl/win/source/gdi/winlayout.cxx index 4351883cd965..a5945daeb11b 100644 --- a/vcl/win/source/gdi/winlayout.cxx +++ b/vcl/win/source/gdi/winlayout.cxx @@ -22,10 +22,12 @@ #include "osl/module.h" #include "osl/file.h" +#include <opengl/texture.hxx> +#include <opengl/win/gdiimpl.hxx> #include <vcl/opengl/OpenGLHelper.hxx> - -#include "win/salgdi.h" -#include "win/saldata.hxx" +#include <win/salgdi.h> +#include <win/saldata.hxx> +#include <win/salvd.h> #include "sft.hxx" #include "sallayout.hxx" @@ -151,14 +153,62 @@ SCRIPT_CACHE& WinLayout::GetScriptCache() const void WinLayout::DrawText(SalGraphics& rGraphics) const { - if (mbUseOpenGL) + WinSalGraphics& rWinGraphics = static_cast<WinSalGraphics&>(rGraphics); + HDC hDC = rWinGraphics.getHDC(); + + if (!mbUseOpenGL) { - // TODO draw to a texture instead - DrawTextImpl(static_cast<WinSalGraphics&>(rGraphics).getHDC()); + // no OpenGL, just classic rendering + DrawTextImpl(hDC); } else { - DrawTextImpl(static_cast<WinSalGraphics&>(rGraphics).getHDC()); + // we have to render the text to a hidden texture, and draw it + + // FIXME so that we don't have to use enormous bitmap, move the text + // to 0,0, size the width / height accordingly, and move it back via + // SalTwoRects later + const int width = 1024; + const int height = 1024; + const int bpp = 32; + + HDC compatibleDC = CreateCompatibleDC(hDC); + + sal_uInt8 *data; + HBITMAP hBitmap = WinSalVirtualDevice::ImplCreateVirDevBitmap(compatibleDC, width, height, bpp, reinterpret_cast<void **>(&data)); + // FIXME fill transparent instead of 128 + memset(data, 128, width*height*4); + + // draw the text to the hidden DC + HGDIOBJ hBitmapOld = SelectObject(compatibleDC, hBitmap); + SelectFont(compatibleDC, mhFont); + DrawTextImpl(compatibleDC); + SelectObject(compatibleDC, hBitmapOld); + + // and turn it into a texture + OpenGLTexture aTexture(width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); + CHECK_GL_ERROR(); + + WinOpenGLSalGraphicsImpl *pImpl = dynamic_cast<WinOpenGLSalGraphicsImpl*>(rWinGraphics.mpImpl.get()); + if (pImpl) + { + SalTwoRect aRects; + aRects.mnSrcX = 0; + aRects.mnSrcY = 0; + aRects.mnSrcWidth = width; + aRects.mnSrcHeight = height; + aRects.mnDestX = 0; + aRects.mnDestY = 0; + aRects.mnDestWidth = width; + aRects.mnDestHeight = height; + + // FIXME We don't have a method that could paint a texture with + // transparency yet, use it when we have it + pImpl->DrawTexture(aTexture.Id(), Size(width, height), aRects); + } + + DeleteObject(hBitmap); + DeleteDC(compatibleDC); } } |