Leaked source code of windows server 2003
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//// DspPath.CPP - Display plaintext using AddString and DrawPath APIs
//
//
#include "precomp.hxx"
#include "global.h"
void PaintPath(
HDC hdc,
int *piY,
RECT *prc,
int iLineHeight) {
int icpLineStart; // First character of line
int icpLineEnd; // End of line (end of buffer or index of CR character)
HFONT hFont;
HFONT hOldFont;
LOGFONT lf;
// Establish available width and height in device coordinates
int plainTextWidth = prc->right - prc->left;
int plainTextHeight = prc->bottom - *piY;
// Draw a simple figure in the world coordinate system
Graphics g(hdc);
Matrix matrix;
g.ResetTransform();
g.SetPageUnit(UnitPixel);
g.TranslateTransform(REAL(prc->left), REAL(*piY));
// Clear the background
RectF rEntire(0, 0, REAL(plainTextWidth), REAL(plainTextHeight));
SolidBrush whiteBrush(Color(0xff, 0xff, 0xff));
g.FillRectangle(&whiteBrush, rEntire);
// Apply selected world transform, adjusted to middle of the plain text
// area.
g.SetTransform(&g_WorldTransform);
g.TranslateTransform(
REAL(prc->left + plainTextWidth/2),
REAL(*piY + plainTextHeight/2),
MatrixOrderAppend);
// Put some text in the middle
RectF textRect(REAL(-25*plainTextWidth/100), REAL(-25*plainTextHeight/100),
REAL( 50*plainTextWidth/100), REAL( 50*plainTextHeight/100));
StringFormat format(g_formatFlags);
format.SetTrimming(g_lineTrim);
format.SetAlignment(g_align);
format.SetLineAlignment(g_lineAlign);
format.SetHotkeyPrefix(g_hotkey);
REAL tab[3] = {textRect.Width/4,
textRect.Width*3/16,
textRect.Width*1/8};
format.SetTabStops(0.0, sizeof(tab)/sizeof(REAL), tab);
Color blackColor(0, 0, 0);
SolidBrush blackBrush(blackColor);
Pen blackPen(&blackBrush, 1.0);
for(int iRender=0;iRender<g_iNumRenders;iRender++)
{
GraphicsPath path;
path.AddString(
g_wcBuf,
g_iTextLen,
&FontFamily(g_style[0].faceName),
g_style[0].style,
REAL(g_style[0].emSize * g.GetDpiY() / 72.0),
textRect,
&format);
g.DrawPath(&blackPen, &path);
}
// Show the text rectangle
if (!g_AutoDrive)
{
g.DrawRectangle(&blackPen, textRect);
}
*piY += plainTextHeight;
}