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667 lines
22 KiB
667 lines
22 KiB
/******************************Module*Header*******************************\
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* Module Name: textout.c
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*
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* There are three basic methods for drawing text with hardware
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* acceleration:
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*
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* 1) Glyph caching -- Glyph bitmaps are cached by the accelerator
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* (probably in off-screen memory), and text is drawn by
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* referring the hardware to the cached glyph locations.
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*
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* 2) Glyph expansion -- Each individual glyph is colour-expanded
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* directly to the screen from the monochrome glyph bitmap
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* supplied by GDI.
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*
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* 3) Buffer expansion -- The CPU is used to draw all the glyphs into
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* a 1bpp monochrome bitmap, and the hardware is then used
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* to colour-expand the result.
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*
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* The fastest method depends on a number of variables, such as the
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* colour expansion speed, bus speed, CPU speed, average glyph size,
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* and average string length.
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*
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* For the S3 with normal sized glyphs, I've found that caching the
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* glyphs in off-screen memory is typically the slowest method.
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* Buffer expansion is typically fastest on the slow ISA bus (or when
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* memory-mapped I/O isn't available on the x86), and glyph expansion
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* is best on fast buses such as VL and PCI.
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*
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* Glyph expansion is typically faster than buffer expansion for very
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* large glyphs, even on the ISA bus, because less copying by the CPU
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* needs to be done. Unfortunately, large glyphs are pretty rare.
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*
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* An advantange of the buffer expansion method is that opaque text will
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* never flash -- the other two methods typically need to draw the
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* opaquing rectangle before laying down the glyphs, which may cause
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* a flash if the raster is caught at the wrong time.
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*
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* This driver implements glyph expansion and buffer expansion --
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* methods 2) and 3). Depending on the hardware capabilities at
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* run-time, we'll use whichever one will be faster.
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*
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* Copyright (c) 1992-1994 Microsoft Corporation
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*
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\**************************************************************************/
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#include "precomp.h"
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POINTL gptlZero = { 0, 0 }; // Specifies that the origin of the
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// temporary buffer given to the 1bpp
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// transfer routine for fasttext is
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// at (0, 0)
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#define FIFTEEN_BITS ((1 << 15)-1)
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/******************************Public*Routine******************************\
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* VOID vClipSolid
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*
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* Fills the specified rectangles with the specified colour, honouring
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* the requested clipping. No more than four rectangles should be passed in.
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* Intended for drawing the areas of the opaquing rectangle that extend
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* beyond the text box. The rectangles must be in left to right, top to
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* bottom order. Assumes there is at least one rectangle in the list.
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*
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\**************************************************************************/
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VOID vClipSolid(
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PDEV* ppdev,
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LONG crcl,
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RECTL* prcl,
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ULONG iColor,
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CLIPOBJ* pco)
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{
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BOOL bMore; // Flag for clip enumeration
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CLIPENUM ce; // Clip enumeration object
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ULONG i;
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ULONG j;
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RECTL arclTmp[4];
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ULONG crclTmp;
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RECTL* prclTmp;
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RECTL* prclClipTmp;
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LONG iLastBottom;
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RECTL* prclClip;
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RBRUSH_COLOR rbc;
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ASSERTDD((crcl > 0) && (crcl <= 4), "Expected 1 to 4 rectangles");
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ASSERTDD((pco != NULL) && (pco->iDComplexity != DC_TRIVIAL),
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"Expected a non-null clip object");
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rbc.iSolidColor = iColor;
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if (pco->iDComplexity == DC_RECT)
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{
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crcl = cIntersect(&pco->rclBounds, prcl, crcl);
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if (crcl != 0)
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{
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(ppdev->pfnFillSolid)(ppdev, crcl, prcl, OVERPAINT, OVERPAINT,
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rbc, NULL);
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}
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}
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else // iDComplexity == DC_COMPLEX
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{
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// Bottom of last rectangle to fill
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iLastBottom = prcl[crcl - 1].bottom;
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// Initialize the clip rectangle enumeration to right-down so we can
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// take advantage of the rectangle list being right-down:
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CLIPOBJ_cEnumStart(pco, FALSE, CT_RECTANGLES, CD_RIGHTDOWN, 0);
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// Scan through all the clip rectangles, looking for intersects
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// of fill areas with region rectangles:
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do {
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// Get a batch of region rectangles:
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bMore = CLIPOBJ_bEnum(pco, sizeof(ce), (VOID*)&ce);
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// Clip the rect list to each region rect:
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for (j = ce.c, prclClip = ce.arcl; j-- > 0; prclClip++)
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{
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// Since the rectangles and the region enumeration are both
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// right-down, we can zip through the region until we reach
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// the first fill rect, and are done when we've passed the
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// last fill rect.
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if (prclClip->top >= iLastBottom)
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{
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// Past last fill rectangle; nothing left to do:
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return;
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}
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// Do intersection tests only if we've reached the top of
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// the first rectangle to fill:
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if (prclClip->bottom > prcl->top)
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{
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// We've reached the top Y scan of the first rect, so
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// it's worth bothering checking for intersection.
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// Generate a list of the rects clipped to this region
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// rect:
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prclTmp = prcl;
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prclClipTmp = arclTmp;
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for (i = crcl, crclTmp = 0; i-- != 0; prclTmp++)
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{
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// Intersect fill and clip rectangles
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if (bIntersect(prclTmp, prclClip, prclClipTmp))
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{
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// Add to list if anything's left to draw:
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crclTmp++;
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prclClipTmp++;
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}
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}
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// Draw the clipped rects
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if (crclTmp != 0)
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{
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(ppdev->pfnFillSolid)(ppdev, crclTmp, &arclTmp[0],
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OVERPAINT, OVERPAINT, rbc, NULL);
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}
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}
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}
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} while (bMore);
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}
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}
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/******************************Public*Routine******************************\
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* BOOL bBufferExpansion
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*
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* Outputs text using the 'buffer expansion' method. The CPU draws to a
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* 1bpp buffer, and the result is colour-expanded to the screen using the
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* hardware.
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*
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* Note that this is x86 only ('vFastText', which draws the glyphs to the
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* 1bpp buffer, is writen in Asm).
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*
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* If you're just getting your driver working, this is the fastest way to
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* bring up working accelerated text. All you have to do is write the
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* 'Xfer1bpp' function that's also used by the blt code. This
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* 'bBufferExpansion' routine shouldn't need to be modified at all.
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*
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\**************************************************************************/
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#if defined(i386)
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BOOL bBufferExpansion(
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PDEV* ppdev,
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STROBJ* pstro,
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CLIPOBJ* pco,
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RECTL* prclExtra,
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RECTL* prclOpaque,
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BRUSHOBJ* pboFore,
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BRUSHOBJ* pboOpaque)
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{
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BYTE jClip;
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BOOL bMore; // Flag for clip enumeration
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GLYPHPOS* pgp; // Points to the first glyph
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BOOL bMoreGlyphs; // Glyph enumeration flag
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ULONG cGlyph; // # of glyphs in one batch
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RECTL arclTmp[4]; // Temporary storage for portions
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// of opaquing rectangle
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RECTL* prclClip; // Points to list of clip rectangles
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RECTL* prclDraw; // Actual text to be drawn
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RECTL rclDraw;
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ULONG crcl; // Temporary rectangle count
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ULONG ulBufferBytes;
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ULONG ulBufferHeight;
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BOOL bTextPerfectFit;
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ULONG flDraw;
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BOOL bTmpAlloc;
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SURFOBJ so;
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CLIPENUM ce;
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RBRUSH_COLOR rbc;
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ULONG ulHwBackMix; // Dictates whether opaque or
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// transparent text
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XLATEOBJ xlo; // Temporary for passing colours
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XLATECOLORS xlc; // Temporary for keeping colours
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jClip = (pco == NULL) ? DC_TRIVIAL : pco->iDComplexity;
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// The foreground colour will always be solid:
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xlc.iForeColor = pboFore->iSolidColor;
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ASSERTDD(xlc.iForeColor != -1, "Expected solid foreground colour");
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// See if the temporary buffer is big enough for the text; if
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// not, try to allocate enough memory. We round up to the
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// nearest dword multiple:
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so.lDelta = ((((pstro->rclBkGround.right + 31) & ~31) -
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(pstro->rclBkGround.left & ~31)) >> 3);
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ulBufferHeight = pstro->rclBkGround.bottom - pstro->rclBkGround.top;
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ulBufferBytes = so.lDelta * ulBufferHeight;
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if (((ULONG)so.lDelta > FIFTEEN_BITS) ||
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(ulBufferHeight > FIFTEEN_BITS))
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{
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// the math will have overflowed
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return(FALSE);
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}
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// Use our temporary buffer if it's big enough, otherwise
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// allocate a buffer on the fly:
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if (ulBufferBytes >= TMP_BUFFER_SIZE)
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{
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// The textout is so big that I doubt this allocation will
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// cost a significant amount in performance:
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bTmpAlloc = TRUE;
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so.pvScan0 = EngAllocUserMem(ulBufferBytes, ALLOC_TAG);
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if (so.pvScan0 == NULL)
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return(FALSE);
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}
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else
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{
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bTmpAlloc = FALSE;
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so.pvScan0 = ppdev->pvTmpBuffer;
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}
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// Set fixed pitch, overlap, and top and bottom 'y' alignment
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// flags:
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if (!(pstro->flAccel & SO_HORIZONTAL) ||
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(pstro->flAccel & SO_REVERSED))
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{
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flDraw = 0;
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}
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else
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{
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flDraw = ((pstro->ulCharInc != 0) ? 0x01 : 0) |
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(((pstro->flAccel & (SO_ZERO_BEARINGS |
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SO_FLAG_DEFAULT_PLACEMENT)) !=
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(SO_ZERO_BEARINGS | SO_FLAG_DEFAULT_PLACEMENT))
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? 0x02 : 0) |
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(((pstro->flAccel & (SO_ZERO_BEARINGS |
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SO_FLAG_DEFAULT_PLACEMENT |
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SO_MAXEXT_EQUAL_BM_SIDE)) ==
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(SO_ZERO_BEARINGS | SO_FLAG_DEFAULT_PLACEMENT |
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SO_MAXEXT_EQUAL_BM_SIDE)) ? 0x04 : 0);
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}
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// If there's an opaque rectangle, we'll do as much opaquing
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// as possible as we do the text. If the opaque rectangle is
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// larger than the text rectangle, then we'll do the fringe
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// areas right now, and the text and associated background
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// areas together later:
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ulHwBackMix = LEAVE_ALONE;
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if (prclOpaque != NULL)
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{
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ulHwBackMix = OVERPAINT;
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// Since we didn't set GCAPS_ARBRUSHOPAQUE (yes, it's
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// missing a 'b'), we don't have to worry about getting
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// anything other that a solid opaquing brush. I wouldn't
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// recommend handling it anyway, since I'll bet it would
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// break quite a few applications:
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xlc.iBackColor = pboOpaque->iSolidColor;
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ASSERTDD(xlc.iBackColor != -1, "Expected solid background colour");
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// See if we have fringe areas to do. If so, build a list of
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// rectangles to fill, in right-down order:
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crcl = 0;
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// Top fragment:
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if (pstro->rclBkGround.top > prclOpaque->top)
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{
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arclTmp[crcl].top = prclOpaque->top;
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arclTmp[crcl].left = prclOpaque->left;
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arclTmp[crcl].right = prclOpaque->right;
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arclTmp[crcl++].bottom = pstro->rclBkGround.top;
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}
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// Left fragment:
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if (pstro->rclBkGround.left > prclOpaque->left)
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{
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arclTmp[crcl].top = pstro->rclBkGround.top;
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arclTmp[crcl].left = prclOpaque->left;
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arclTmp[crcl].right = pstro->rclBkGround.left;
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arclTmp[crcl++].bottom = pstro->rclBkGround.bottom;
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}
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// Right fragment:
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if (pstro->rclBkGround.right < prclOpaque->right)
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{
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arclTmp[crcl].top = pstro->rclBkGround.top;
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arclTmp[crcl].right = prclOpaque->right;
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arclTmp[crcl].left = pstro->rclBkGround.right;
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arclTmp[crcl++].bottom = pstro->rclBkGround.bottom;
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}
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// Bottom fragment:
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if (pstro->rclBkGround.bottom < prclOpaque->bottom)
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{
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arclTmp[crcl].bottom = prclOpaque->bottom;
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arclTmp[crcl].left = prclOpaque->left;
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arclTmp[crcl].right = prclOpaque->right;
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arclTmp[crcl++].top = pstro->rclBkGround.bottom;
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}
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// Fill any fringe rectangles we found:
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if (crcl != 0)
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{
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if (jClip == DC_TRIVIAL)
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{
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rbc.iSolidColor = xlc.iBackColor;
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(ppdev->pfnFillSolid)(ppdev, crcl, arclTmp, OVERPAINT,
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OVERPAINT, rbc, NULL);
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}
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else
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{
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vClipSolid(ppdev, crcl, arclTmp, xlc.iBackColor, pco);
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}
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}
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}
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// We're done with separate opaquing; any further opaquing will
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// happen as part of the text drawing.
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// Clear the buffer if the text isn't going to set every bit:
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bTextPerfectFit = (pstro->flAccel & (SO_ZERO_BEARINGS |
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SO_FLAG_DEFAULT_PLACEMENT | SO_MAXEXT_EQUAL_BM_SIDE |
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SO_CHAR_INC_EQUAL_BM_BASE)) ==
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(SO_ZERO_BEARINGS | SO_FLAG_DEFAULT_PLACEMENT |
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SO_MAXEXT_EQUAL_BM_SIDE | SO_CHAR_INC_EQUAL_BM_BASE);
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if (!bTextPerfectFit)
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{
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// Note that we already rounded up to a dword multiple size.
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vClearMemDword((ULONG*) so.pvScan0, ulBufferBytes >> 2);
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}
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// Fake up the translate object that will provide the 1bpp
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// transfer routine the foreground and background colours:
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xlo.pulXlate = (ULONG*) &xlc;
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// Draw the text into the temp buffer, and thence to the screen:
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do
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{
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// Get the next batch of glyphs:
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if (pstro->pgp != NULL)
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{
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// There's only the one batch of glyphs, so save ourselves
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// a call:
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pgp = pstro->pgp;
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cGlyph = pstro->cGlyphs;
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bMoreGlyphs = FALSE;
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}
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else
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{
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bMoreGlyphs = STROBJ_bEnum(pstro, &cGlyph, &pgp);
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}
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// LATER: remove double clip intersection from ASM code
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if (cGlyph)
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{
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prclClip = NULL;
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prclDraw = &pstro->rclBkGround;
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if (jClip == DC_TRIVIAL)
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{
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Output_Text:
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vFastText(pgp,
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cGlyph,
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so.pvScan0,
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so.lDelta,
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pstro->ulCharInc,
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&pstro->rclBkGround,
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prclOpaque,
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flDraw,
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prclClip,
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prclExtra);
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if (!bMoreGlyphs)
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{
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(ppdev->pfnXfer1bpp)(ppdev,
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1,
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prclDraw,
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OVERPAINT,
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ulHwBackMix,
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&so,
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&gptlZero,
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&pstro->rclBkGround,
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&xlo);
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}
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}
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else if (jClip == DC_RECT)
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{
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if (bIntersect(&pco->rclBounds, &pstro->rclBkGround,
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&rclDraw))
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{
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arclTmp[0] = pco->rclBounds;
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arclTmp[1].bottom = 0; // Terminate list
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prclClip = &arclTmp[0];
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prclDraw = &rclDraw;
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// Save some code size by jumping to the common
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// functions calls:
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goto Output_Text;
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}
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}
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else // jClip == DC_COMPLEX
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{
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CLIPOBJ_cEnumStart(pco, FALSE, CT_RECTANGLES,
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CD_ANY, 0);
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do
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{
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bMore = CLIPOBJ_bEnum(pco,
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sizeof(ce) - sizeof(RECTL),
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(ULONG*) &ce);
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ce.c = cIntersect(&pstro->rclBkGround,
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ce.arcl, ce.c);
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if (ce.c != 0)
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{
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ce.arcl[ce.c].bottom = 0; // Terminate list
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vFastText(pgp,
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cGlyph,
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so.pvScan0,
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so.lDelta,
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pstro->ulCharInc,
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&pstro->rclBkGround,
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prclOpaque,
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flDraw,
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&ce.arcl[0],
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prclExtra);
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if (!bMoreGlyphs)
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{
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(ppdev->pfnXfer1bpp)(ppdev,
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ce.c,
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&ce.arcl[0],
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OVERPAINT,
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ulHwBackMix,
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&so,
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&gptlZero,
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&pstro->rclBkGround,
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&xlo);
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}
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}
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} while (bMore);
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break;
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}
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}
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} while (bMoreGlyphs);
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// Free up any memory we allocated for the temp buffer:
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if (bTmpAlloc)
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{
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EngFreeUserMem(so.pvScan0);
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}
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return(TRUE);
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}
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#endif // defined(i386)
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/******************************Public*Routine******************************\
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* BOOL DrvTextOut
|
|
*
|
|
* If it's the fastest method, outputs text using the 'glyph expansion'
|
|
* method. Each individual glyph is colour-expanded directly to the
|
|
* screen from the monochrome glyph bitmap supplied by GDI.
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|
*
|
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* If it's not the fastest method, calls the routine that implements the
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|
* 'buffer expansion' method.
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|
*
|
|
\**************************************************************************/
|
|
|
|
BOOL DrvTextOut(
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SURFOBJ* pso,
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STROBJ* pstro,
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|
FONTOBJ* pfo,
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|
CLIPOBJ* pco,
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|
RECTL* prclExtra, // If we had set GCAPS_HORIZSTRIKE, we would have
|
|
// to fill these extra rectangles (it is used
|
|
// largely for underlines). It's not a big
|
|
// performance win (GDI will call our DrvBitBlt
|
|
// to draw the extra rectangles).
|
|
RECTL* prclOpaque,
|
|
BRUSHOBJ* pboFore,
|
|
BRUSHOBJ* pboOpaque,
|
|
POINTL* pptlBrush,
|
|
MIX mix)
|
|
{
|
|
PDEV* ppdev;
|
|
DSURF* pdsurf;
|
|
OH* poh;
|
|
|
|
// The DDI spec says we'll only ever get foreground and background
|
|
// mixes of R2_COPYPEN:
|
|
|
|
ASSERTDD(mix == 0x0d0d, "GDI should only give us a copy mix");
|
|
|
|
// Pass the surface off to GDI if it's a device bitmap that we've
|
|
// converted to a DIB:
|
|
|
|
pdsurf = (DSURF*) pso->dhsurf;
|
|
|
|
if (pdsurf->dt != DT_DIB)
|
|
{
|
|
// We'll be drawing to the screen or an off-screen DFB; copy the
|
|
// surface's offset now so that we won't need to refer to the DSURF
|
|
// again:
|
|
|
|
poh = pdsurf->poh;
|
|
ppdev = (PDEV*) pso->dhpdev;
|
|
|
|
ppdev->xOffset = poh->x;
|
|
ppdev->yOffset = poh->y;
|
|
|
|
// We don't want to use the 'glyph expansion' method, so use
|
|
// the 'buffer expansion' method instead:
|
|
|
|
return(bBufferExpansion(ppdev, pstro, pco, prclExtra, prclOpaque,
|
|
pboFore, pboOpaque));
|
|
}
|
|
else
|
|
{
|
|
// We're drawing to a DFB we've converted to a DIB, so just call GDI
|
|
// to handle it:
|
|
|
|
return(EngTextOut(pdsurf->pso, pstro, pfo, pco, prclExtra, prclOpaque,
|
|
pboFore, pboOpaque, pptlBrush, mix));
|
|
}
|
|
|
|
return(TRUE);
|
|
}
|
|
|
|
/******************************Public*Routine******************************\
|
|
* BOOL bEnableText
|
|
*
|
|
* Performs the necessary setup for the text drawing subcomponent.
|
|
*
|
|
\**************************************************************************/
|
|
|
|
BOOL bEnableText(
|
|
PDEV* ppdev)
|
|
{
|
|
// Our text algorithms require no initialization. If we were to
|
|
// do glyph caching, we would probably want to allocate off-screen
|
|
// memory and do a bunch of other stuff here.
|
|
|
|
return(TRUE);
|
|
}
|
|
|
|
/******************************Public*Routine******************************\
|
|
* VOID vDisableText
|
|
*
|
|
* Performs the necessary clean-up for the text drawing subcomponent.
|
|
*
|
|
\**************************************************************************/
|
|
|
|
VOID vDisableText(PDEV* ppdev)
|
|
{
|
|
// Here we free any stuff allocated in 'bEnableText'.
|
|
}
|
|
|
|
/******************************Public*Routine******************************\
|
|
* VOID vAssertModeText
|
|
*
|
|
* Disables or re-enables the text drawing subcomponent in preparation for
|
|
* full-screen entry/exit.
|
|
*
|
|
\**************************************************************************/
|
|
|
|
VOID vAssertModeText(
|
|
PDEV* ppdev,
|
|
BOOL bEnable)
|
|
{
|
|
// If we were to do off-screen glyph caching, we would probably want
|
|
// to invalidate our cache here, because it will get destroyed when
|
|
// we switch to full-screen.
|
|
}
|
|
|
|
/******************************Public*Routine******************************\
|
|
* VOID DrvDestroyFont
|
|
*
|
|
* We're being notified that the given font is being deallocated; clean up
|
|
* anything we've stashed in the 'pvConsumer' field of the 'pfo'.
|
|
*
|
|
\**************************************************************************/
|
|
|
|
VOID DrvDestroyFont(FONTOBJ *pfo)
|
|
{
|
|
// This call isn't hooked, so GDI will never call it.
|
|
//
|
|
// This merely exists as a stub function for the sample multi-screen
|
|
// support, so that MulDestroyFont can illustrate how multiple screen
|
|
// text supports when the driver caches glyphs. If this driver did
|
|
// glyph caching, we might have used the 'pvConsumer' field of the
|
|
// 'pfo', which we would have to clean up.
|
|
}
|