diff options
Diffstat (limited to 'win32/PlatWin.cxx')
-rw-r--r-- | win32/PlatWin.cxx | 22 |
1 files changed, 11 insertions, 11 deletions
diff --git a/win32/PlatWin.cxx b/win32/PlatWin.cxx index 6d9c45978..0ecb80311 100644 --- a/win32/PlatWin.cxx +++ b/win32/PlatWin.cxx @@ -860,7 +860,7 @@ void SurfaceGDI::DrawRGBAImage(PRectangle rc, int width, int height, const unsig DIB_RGB_COLORS, reinterpret_cast<void **>(&image), NULL, 0); if (hbmMem) { HBITMAP hbmOld = SelectBitmap(hMemDC, hbmMem); - + for (int y=height-1; y>=0; y--) { for (int x=0; x<width; x++) { unsigned char *pixel = image + (y*width+x) * 4; @@ -872,7 +872,7 @@ void SurfaceGDI::DrawRGBAImage(PRectangle rc, int width, int height, const unsig pixel[3] = static_cast<unsigned char>(*pixelsImage++); } } - + BLENDFUNCTION merge = { AC_SRC_OVER, 0, 255, AC_SRC_ALPHA }; AlphaBlendFn(reinterpret_cast<HDC>(hdc), rc.left, rc.top, rc.Width(), rc.Height(), hMemDC, 0, 0, width, height, merge); @@ -1339,7 +1339,7 @@ void SurfaceD2D::D2DPenColour(ColourDesired fore, int alpha) { pBrush->SetColor(col); } else { HRESULT hr = pRenderTarget->CreateSolidColorBrush(col, &pBrush); - if (!SUCCEEDED(hr) && pBrush) { + if (!SUCCEEDED(hr) && pBrush) { pBrush->Release(); pBrush = 0; } @@ -1407,11 +1407,11 @@ void SurfaceD2D::LineTo(int x_, int y_) { pRenderTarget->FillRectangle(&rectangle1, pBrush); } else if ((abs(xDiff) == abs(yDiff))) { // 45 degree slope - pRenderTarget->DrawLine(D2D1::Point2F(x + 0.5, y + 0.5), + pRenderTarget->DrawLine(D2D1::Point2F(x + 0.5, y + 0.5), D2D1::Point2F(x_ + 0.5 - xDelta, y_ + 0.5 - yDelta), pBrush); } else { // Line has a different slope so difficult to avoid last pixel - pRenderTarget->DrawLine(D2D1::Point2F(x + 0.5, y + 0.5), + pRenderTarget->DrawLine(D2D1::Point2F(x + 0.5, y + 0.5), D2D1::Point2F(x_ + 0.5, y_ + 0.5), pBrush); } x = x_; @@ -1558,7 +1558,7 @@ void SurfaceD2D::DrawRGBAImage(PRectangle rc, int width, int height, const unsig ID2D1Bitmap *bitmap = 0; D2D1_SIZE_U size = D2D1::SizeU(width, height); - D2D1_BITMAP_PROPERTIES props = {{DXGI_FORMAT_B8G8R8A8_UNORM, + D2D1_BITMAP_PROPERTIES props = {{DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED}, 72.0, 72.0}; HRESULT hr = pRenderTarget->CreateBitmap(size, &image[0], width * 4, &props, &bitmap); @@ -1594,7 +1594,7 @@ void SurfaceD2D::Copy(PRectangle rc, Point from, Surface &surfaceSource) { if (SUCCEEDED(hr)) { D2D1_RECT_F rcDestination = {rc.left, rc.top, rc.right, rc.bottom}; D2D1_RECT_F rcSource = {from.x, from.y, from.x + rc.Width(), from.y + rc.Height()}; - pRenderTarget->DrawBitmap(pBitmap, rcDestination, 1.0f, + pRenderTarget->DrawBitmap(pBitmap, rcDestination, 1.0f, D2D1_BITMAP_INTERPOLATION_MODE_NEAREST_NEIGHBOR, rcSource); pRenderTarget->Flush(); pBitmap->Release(); @@ -1611,8 +1611,8 @@ void SurfaceD2D::DrawTextCommon(PRectangle rc, Font &font_, XYPOSITION ybase, co D2D1_RECT_F rcClip = {rc.left, rc.top, rc.right, rc.bottom}; pRenderTarget->PushAxisAlignedClip(rcClip, D2D1_ANTIALIAS_MODE_ALIASED); } - - // Explicitly creating a text layout appears a little faster + + // Explicitly creating a text layout appears a little faster IDWriteTextLayout *pTextLayout; HRESULT hr = pIDWriteFactory->CreateTextLayout(tbuf.buffer, tbuf.tlen, pTextFormat, rc.Width(), rc.Height(), &pTextLayout); @@ -1811,7 +1811,7 @@ XYPOSITION SurfaceD2D::AverageCharWidth(Font &font_) { // Create a layout IDWriteTextLayout *pTextLayout = 0; const WCHAR wszAllAlpha[] = L"abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ"; - HRESULT hr = pIDWriteFactory->CreateTextLayout(wszAllAlpha, static_cast<UINT32>(wcslen(wszAllAlpha)), + HRESULT hr = pIDWriteFactory->CreateTextLayout(wszAllAlpha, static_cast<UINT32>(wcslen(wszAllAlpha)), pTextFormat, 1000.0, 1000.0, &pTextLayout); if (SUCCEEDED(hr)) { DWRITE_TEXT_METRICS textMetrics; @@ -1907,7 +1907,7 @@ void Window::SetPositionRelative(PRectangle rc, Window w) { // If hMonitor is NULL, that's just the main screen anyways. //::GetMonitorInfo(hMonitor, &mi); RECT rcWork = RectFromMonitor(hMonitor); - + if (rcWork.left < rcWork.right) { // Now clamp our desired rectangle to fit inside the work area // This way, the menu will fit wholly on one screen. An improvement even |