gdi32: Fix positioning of font underlines and strikeouts.
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7f17934de2
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199409a27b
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@ -2095,20 +2095,23 @@ done:
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{
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otm = HeapAlloc(GetProcessHeap(), 0, size);
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GetOutlineTextMetricsW(hdc, size, otm);
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underlinePos = otm->otmsUnderscorePosition;
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underlineWidth = otm->otmsUnderscoreSize;
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strikeoutPos = otm->otmsStrikeoutPosition;
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strikeoutWidth = otm->otmsStrikeoutSize;
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underlinePos = abs( INTERNAL_YWSTODS( dc, otm->otmsUnderscorePosition ));
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if (otm->otmsUnderscorePosition < 0) underlinePos = -underlinePos;
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underlineWidth = abs( INTERNAL_YWSTODS( dc, otm->otmsUnderscoreSize ));
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if (otm->otmsUnderscoreSize < 0) underlineWidth = -underlineWidth;
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strikeoutPos = abs( INTERNAL_YWSTODS( dc, otm->otmsStrikeoutPosition ));
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if (otm->otmsStrikeoutPosition < 0) strikeoutPos = -strikeoutPos;
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strikeoutWidth = abs( INTERNAL_YWSTODS( dc, otm->otmsStrikeoutSize ));
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HeapFree(GetProcessHeap(), 0, otm);
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}
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if (lf.lfUnderline)
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{
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pts[0].x = x - underlinePos * sinEsc;
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pts[0].y = y - underlinePos * cosEsc;
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pts[1].x = x + width.x - underlinePos * sinEsc;
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pts[1].y = y + width.y - underlinePos * cosEsc;
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pts[0].x = x - (underlinePos + underlineWidth / 2) * sinEsc;
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pts[0].y = y - (underlinePos + underlineWidth / 2) * cosEsc;
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pts[1].x = x + width.x - (underlinePos + underlineWidth / 2) * sinEsc;
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pts[1].y = y + width.y - (underlinePos + underlineWidth / 2) * cosEsc;
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pts[2].x = pts[1].x + underlineWidth * sinEsc;
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pts[2].y = pts[1].y + underlineWidth * cosEsc;
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pts[3].x = pts[0].x + underlineWidth * sinEsc;
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@ -2121,10 +2124,10 @@ done:
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if (lf.lfStrikeOut)
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{
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pts[0].x = x - strikeoutPos * sinEsc;
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pts[0].y = y - strikeoutPos * cosEsc;
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pts[1].x = x + width.x - strikeoutPos * sinEsc;
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pts[1].y = y + width.y - strikeoutPos * cosEsc;
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pts[0].x = x - (strikeoutPos + strikeoutWidth / 2) * sinEsc;
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pts[0].y = y - (strikeoutPos + strikeoutWidth / 2) * cosEsc;
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pts[1].x = x + width.x - (strikeoutPos + strikeoutWidth / 2) * sinEsc;
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pts[1].y = y + width.y - (strikeoutPos + strikeoutWidth / 2) * cosEsc;
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pts[2].x = pts[1].x + strikeoutWidth * sinEsc;
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pts[2].y = pts[1].y + strikeoutWidth * cosEsc;
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pts[3].x = pts[0].x + strikeoutWidth * sinEsc;
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