Windows fonts work
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7 changed files with 357 additions and 3 deletions
203
src/WindowsFontData/CustomFontSetManager.cpp
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203
src/WindowsFontData/CustomFontSetManager.cpp
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#pragma once
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//*********************************************************
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//
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// Copyright (c) Microsoft. All rights reserved.
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// This code is licensed under the MIT License (MIT).
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// THIS CODE IS PROVIDED *AS IS* WITHOUT WARRANTY OF
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// ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING ANY
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// IMPLIED WARRANTIES OF FITNESS FOR A PARTICULAR
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// PURPOSE, MERCHANTABILITY, OR NON-INFRINGEMENT.
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//
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//*********************************************************
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// Removed unnecessary functions. Is a sample from:
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// https://github.com/microsoft/Windows-classic-samples/tree/main
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#include "CustomFontSetManager.h"
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using Microsoft::WRL::ComPtr;
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namespace DWriteCustomFontSets
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{
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//**********************************************************************
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//
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// Constructors, destructors
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//
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//**********************************************************************
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CustomFontSetManager::CustomFontSetManager()
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{
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HRESULT hr;
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// IDWriteFactory3 supports APIs available in any Windows 10 version (build 10240 or later).
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DX::ThrowIfFailed(
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DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory3), &m_dwriteFactory3)
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);
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#ifndef FORCE_TH1_IMPLEMENTATION
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// IDWriteFactory5 supports APIs available in Windows 10 Creators Update (preview build 15021 or later).
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hr = m_dwriteFactory3.As(&m_dwriteFactory5);
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if (hr == E_NOINTERFACE)
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{
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// Let this go. Later, if we might use the interface, we'll branch gracefully.
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}
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else
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{
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DX::ThrowIfFailed(hr);
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}
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#endif // !FORCE_TH1_IMPLEMENTATION
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} // end CustomFontSetManager::CustomFontSetManager()
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//**********************************************************************
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//
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// Method for checking API availability.
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//
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//**********************************************************************
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bool CustomFontSetManager::IDWriteFactory5_IsAvailable()
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{
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return m_dwriteFactory5 != nullptr;
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}
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void CustomFontSetManager::CreateFontCollectionFromFontSet() {
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if(IDWriteFactory5_IsAvailable())
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m_dwriteFactory5->CreateFontCollectionFromFontSet(m_customFontSet.Get(), m_customFontCollection.GetAddressOf());
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else
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m_dwriteFactory3->CreateFontCollectionFromFontSet(m_customFontSet.Get(), m_customFontCollection.GetAddressOf());
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}
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//**********************************************************************
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//
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// Methods for the creating a font set under the various scenarios.
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//
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//**********************************************************************
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void CustomFontSetManager::CreateFontSetUsingLocalFontFiles(const std::vector<std::wstring>& selectedFilePathNames)
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{
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// Requires any version of Windows 10.
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// Creates a custom font set for font files at paths in local storage. If a file is
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// an OpenType collection file, which contains multiple fonts, all of the fonts will
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// be added to the collection.
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//
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// If running on Windows 10 Creators Update (preview build 15021 or later), the
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// IDWriteFontSetBuilder1::AddFontFile method will be used. This method handles all of
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// the fonts in an OpenType collection file in a single call, and it also supports
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// OpenType variable fonts, which can be realized as many different font faces -- all
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// named instances in the variable font will be added in a single call. This method is
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// recommended when available.
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//
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// If running on earlier Windows 10 versions, the method used will be
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// IDWriteFontSetBuilder::AddFontFaceReference. This does not support OpenType variable
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// fonts, and also requires that a font file first be analyzed to determine whether it
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// is an OpenType collection file, in which case each font must be handled in a separate
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// call.
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//
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// If one of the input path names is not a font file, it will be ignored.
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//
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// When creating a custom font set with font files that are not assumed to be known by
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// the app, DWrite will need to extract some basic font properties, such as names,
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// directly from the font files. This will result in a little extra I/O overhead.
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// Check if IDWriteFontSetBuilder1 will be available (we're running on preview build 15021 or later)
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if (m_dwriteFactory5 != nullptr)
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{
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// We'll need an IDWriteFontFile for each font file to be added to the font set.
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// We won't assume every file is a font file in a supported format; if not, we'll
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// ignore the file.
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// Get the font set builder -- IDWriteFontSetBuilder1.
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ComPtr<IDWriteFontSetBuilder1> fontSetBuilder;
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DX::ThrowIfFailed(
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m_dwriteFactory5->CreateFontSetBuilder(&fontSetBuilder)
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);
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// Loop over the file paths.
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for (auto& filePath : selectedFilePathNames)
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{
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ComPtr<IDWriteFontFile> fontFile;
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DX::ThrowIfFailed(
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m_dwriteFactory5->CreateFontFileReference(filePath.c_str(), /* filetime */ nullptr, &fontFile)
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);
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// Add to the font set builder. If the file is a collection, all of the fonts will
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// get added. If the file is not a supported font file, the call will fail; we'll
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// check for that and ignore.
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HRESULT hr = fontSetBuilder->AddFontFile(fontFile.Get());
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if ((hr != DWRITE_E_FILEFORMAT) && (hr != DWRITE_E_FILENOTFOUND) && (hr != DWRITE_E_FILEACCESS))
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{
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// Ignore file format or access errors.
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DX::ThrowIfFailed(hr);
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}
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} // for loop
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// Now create the custom font set.
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DX::ThrowIfFailed(
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fontSetBuilder->CreateFontSet(&m_customFontSet)
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);
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}
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else
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{
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// We're limited to APIs and functionality available on earlier Windows 10 versions, prior
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// to the Windows 10 Creators Update (preview build 15021).
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//
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// Also, we'll need an IDWriteFontFaceReference for each font to be added to the font set.
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// If a file is an OpenType collection, it may contain multiple fonts. For that reason,
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// we'll need to analyze the file to get the count of fonts, and then provide an index
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// when creating each font face reference.
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// Get the font set builder - IDWriteFontSetBuilder.
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ComPtr<IDWriteFontSetBuilder> fontSetBuilder;
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DX::ThrowIfFailed(
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m_dwriteFactory3->CreateFontSetBuilder(&fontSetBuilder)
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);
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// Loop over the file paths.
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for (auto& filePath : selectedFilePathNames)
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{
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ComPtr<IDWriteFontFile> fontFile;
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DX::ThrowIfFailed(
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m_dwriteFactory3->CreateFontFileReference(filePath.c_str(), /* filetime */ nullptr, &fontFile)
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);
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// Confirm the file is a supported font file and get the collection face count.
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BOOL isSupported;
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DWRITE_FONT_FILE_TYPE fileType;
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UINT32 numberOfFonts;
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DX::ThrowIfFailed(
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fontFile->Analyze(&isSupported, &fileType, /* face type */ nullptr, &numberOfFonts)
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);
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if (!isSupported)
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continue;
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// For each font within the font file, get a font face reference and add to the builder.
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for (UINT32 fontIndex = 0; fontIndex < numberOfFonts; fontIndex++)
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{
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ComPtr<IDWriteFontFaceReference> fontFaceReference;
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DX::ThrowIfFailed(
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m_dwriteFactory3->CreateFontFaceReference(fontFile.Get(), fontIndex, DWRITE_FONT_SIMULATIONS_NONE, &fontFaceReference)
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);
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// If fonts were assumed known, we could set custom properties, and would do that here.
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// But these are not assumed known, so we'll leave it to DirectWrite to read properties
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// directly out of the font files.
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DX::ThrowIfFailed(
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fontSetBuilder->AddFontFaceReference(fontFaceReference.Get())
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);
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} // for loop -- over fonts with font file
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} // for loop -- over font files
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// Now create the custom font set
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DX::ThrowIfFailed(
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fontSetBuilder->CreateFontSet(&m_customFontSet)
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);
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} // end if (IDWriteFactory5_IsAvailable())
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} // end CustomFontSetManager::CreateFontSetUsingLocalFontFiles()
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} // namespace DWriteCustomFontSets
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