d3dx9: Implement ID3DXFont_PreloadText.
Based on a patch by Tony Wasserka. Signed-off-by: Sven Baars <sbaars@codeweavers.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -420,14 +420,62 @@ static HRESULT WINAPI ID3DXFontImpl_PreloadGlyphs(ID3DXFont *iface, UINT first,
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static HRESULT WINAPI ID3DXFontImpl_PreloadTextA(ID3DXFont *iface, const char *string, INT count)
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static HRESULT WINAPI ID3DXFontImpl_PreloadTextA(ID3DXFont *iface, const char *string, INT count)
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{
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{
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FIXME("iface %p, string %s, count %d stub!\n", iface, debugstr_a(string), count);
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WCHAR *wstr;
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return E_NOTIMPL;
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HRESULT hr;
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int countW;
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TRACE("iface %p, string %s, count %d.\n", iface, debugstr_an(string, count), count);
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if (!string && !count)
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return D3D_OK;
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if (!string)
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return D3DERR_INVALIDCALL;
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countW = MultiByteToWideChar(CP_ACP, 0, string, count < 0 ? -1 : count, NULL, 0);
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wstr = heap_alloc(countW * sizeof(*wstr));
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if (!wstr)
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return E_OUTOFMEMORY;
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MultiByteToWideChar(CP_ACP, 0, string, count < 0 ? -1 : count, wstr, countW);
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hr = ID3DXFont_PreloadTextW(iface, wstr, count < 0 ? countW - 1 : countW);
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heap_free(wstr);
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return hr;
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}
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}
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static HRESULT WINAPI ID3DXFontImpl_PreloadTextW(ID3DXFont *iface, const WCHAR *string, INT count)
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static HRESULT WINAPI ID3DXFontImpl_PreloadTextW(ID3DXFont *iface, const WCHAR *string, INT count)
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{
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{
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FIXME("iface %p, string %s, count %d stub!\n", iface, debugstr_w(string), count);
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struct d3dx_font *font = impl_from_ID3DXFont(iface);
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return E_NOTIMPL;
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WORD *indices;
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int i;
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TRACE("iface %p, string %s, count %d.\n", iface, debugstr_wn(string, count), count);
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if (!string && !count)
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return D3D_OK;
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if (!string)
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return D3DERR_INVALIDCALL;
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if (count < 0)
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count = lstrlenW(string);
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indices = heap_alloc(count * sizeof(*indices));
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if (!indices)
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return E_OUTOFMEMORY;
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GetGlyphIndicesW(font->hdc, string, count, indices, 0);
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for (i = 0; i < count; ++i)
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ID3DXFont_PreloadGlyphs(iface, indices[i], indices[i]);
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heap_free(indices);
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return D3D_OK;
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}
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}
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static INT WINAPI ID3DXFontImpl_DrawTextA(ID3DXFont *iface, ID3DXSprite *sprite,
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static INT WINAPI ID3DXFontImpl_DrawTextA(ID3DXFont *iface, ID3DXSprite *sprite,
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@ -504,7 +504,6 @@ static void test_ID3DXFont(IDirect3DDevice9 *device)
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DEFAULT_QUALITY, DEFAULT_PITCH, "Tahoma", &font);
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DEFAULT_QUALITY, DEFAULT_PITCH, "Tahoma", &font);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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todo_wine {
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hr = ID3DXFont_PreloadTextA(font, NULL, -1);
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hr = ID3DXFont_PreloadTextA(font, NULL, -1);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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hr = ID3DXFont_PreloadTextA(font, NULL, 0);
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hr = ID3DXFont_PreloadTextA(font, NULL, 0);
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@ -530,7 +529,6 @@ static void test_ID3DXFont(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = ID3DXFont_PreloadTextW(font, L"", -1);
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hr = ID3DXFont_PreloadTextW(font, L"", -1);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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}
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check_release((IUnknown*)font, 0);
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check_release((IUnknown*)font, 0);
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