本文整理汇总了C++中Font::GetAntialiased方法的典型用法代码示例。如果您正苦于以下问题:C++ Font::GetAntialiased方法的具体用法?C++ Font::GetAntialiased怎么用?C++ Font::GetAntialiased使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Font
的用法示例。
在下文中一共展示了Font::GetAntialiased方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: CacheResource
//.........这里部分代码省略.........
textureSheetWidth,
*pResource->GetPath().ToString() );
FT_Done_Face( pFace );
delete [] pFileData;
return false;
}
// Allocate a buffer for building our texture sheets.
uint_fast32_t texturePixelCount =
static_cast< uint_fast32_t >( textureSheetWidth ) * static_cast< uint_fast32_t >( textureSheetHeight );
uint8_t* pTextureBuffer = new uint8_t [ texturePixelCount ];
HELIUM_ASSERT( pTextureBuffer );
if( !pTextureBuffer )
{
HELIUM_TRACE(
TRACE_ERROR,
( TXT( "FontResourceHandler: Failed to allocate %" ) TPRIuFAST32 TXT( " bytes for texture resource " )
TXT( "buffer data while caching font resource \"%s\".\n" ) ),
texturePixelCount,
*pResource->GetPath().ToString() );
FT_Done_Face( pFace );
delete [] pFileData;
return false;
}
MemoryZero( pTextureBuffer, texturePixelCount );
// Build the texture sheets for our glyphs.
Font::ECompression textureCompression = pFont->GetTextureCompression();
bool bAntialiased = pFont->GetAntialiased();
DynArray< DynArray< uint8_t > > textureSheets;
DynArray< Font::Character > characters;
uint16_t penX = 1;
uint16_t penY = 1;
uint16_t lineHeight = 0;
FT_Int32 glyphLoadFlags = FT_LOAD_RENDER;
if( !bAntialiased )
{
glyphLoadFlags |= FT_LOAD_TARGET_MONO;
}
for( uint_fast32_t codePoint = 0; codePoint <= UNICODE_CODE_POINT_MAX; ++codePoint )
{
// Check whether the current code point is contained within the font.
FT_UInt characterIndex = FT_Get_Char_Index( pFace, static_cast< FT_ULong >( codePoint ) );
if( characterIndex == 0 )
{
continue;
}
// Load and render the glyph for the current character.
HELIUM_VERIFY( FT_Load_Glyph( pFace, characterIndex, glyphLoadFlags ) == 0 );
FT_GlyphSlot pGlyph = pFace->glyph;
HELIUM_ASSERT( pGlyph );
// Proceed to the next line in the texture sheet or the next sheet itself if we don't have enough room in the
// current line/sheet.
HELIUM_ASSERT( pGlyph->bitmap.rows >= 0 );