infinipaint/src/WindowsFontData/CustomFontSetManager.cpp
2025-11-20 13:03:21 +03:00

203 lines
8.8 KiB
C++

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