Previously, filling a string containing a space or other non-rendered
character with a gradient would end up filling the entire clip region.
The correct behaviour is to completely skip filling any empty paths.
There were a few "ambiguous operator new/delete" errors that were due to
inheriting from a private base class that used the leak detector. These
errors are resolved by adding the leak detector to the derived classes.
JUCE_API was missing from a few useful types, notably the ARA hosting
types.
This was evident in the FontsDemo when using the CoreGraphics renderer,
selecting a font without an italic face, and enabling the italic style.
The glyph anchor positions were incorrectly transformed by the text
matrix, causing the left margin of the text to become tilted.
We now correct for the slant and scale specified in the text matrix when
computing glyph anchor positions.
This fixes an issue where Direct2D will emit an error when using dirty
rects on the first full frame after resizing.
The issue isn't present on all hardware/drivers, but was observed on a
Windows 11 computer with a 890M iGPU.
Partially reverts a change made in
362a1cc070.
The factory needs to be multithreading-enabled in order to support e.g.
drawing to the screen on the main thread and drawing to an Image on a
background thread, even when no resources other than the graphics device
are shared between the two threads.
Previously, IDXGISwapChain::Present was called on a background thread,
which made it difficult to avoid race conditions. e.g. during a
live-resize of a window, we would occasionally draw old incomplete
frames instead of new frames at the correct size.
The new approach moves the Present call to the main thread via
AsyncUpdater. We attempt to present whenever the swap event wakes, and
whenever a frame is drawn. Only a single Present call may be made after
the swap event wakes. Subsequent Present calls will be ignored until the
next time the swap event wakes.
This allows for styles other than normal/bold/italic/bold-italic to be
selected, and more closely matches the behaviour of font selection on
other platforms.
Previously, when attempting to create a font with a name different to
that of any font on the system, the returned typeface could be nullptr.
This could lead to crashes when attempting to use the typeface.
Now, if we fail to find a matching font using DirectWrite, we fall back
to the older LOGFONT and DC approach, which will generally locate a
usable typeface, though not necessarily an exact match.
The new behaviour more closely matches the behaviour of JUCE 7, which
would attempt to construct a DirectWrite typeface, but would fall back
to creating an HFONT on failure.
The main reason for removing this call is that this function is
deprecated, and is no longer needed now that we keep our own cache of
CTFonts that have been loaded from memory, and now that we no longer use
CoreText text layouts.
This also appears to fix an issue with garbled text which was
occasionally seen when different versions of the same font were
available, e.g. because differing versions of the font were
simultaneously embedded as BinaryData and installed on the system.
Fixes bugs in AndroidInputStreamWrapper introduced in
0d2e34f34c
- Now that AndroidInputStreamWrapper is moveable, its destructor must be
able to handle the situation where stream is null
- The move assignment operators of AndroidInputStreamWrapper and
AndroidContentUriInputStream could previously end up calling
themselves recursively
Reverts b12088a1f6
After some investigation, it appears that ClearType rendering is
unsuitable when
- the render target has translucent pixels underneath rendered text, or
- the render ouput is rotated, scaled, subpixel-translated, or otherwise
transformed before display.
This necessitates avoiding ClearType when rendering into transparent
bitmaps.
Unfortunately, a commmon use-case for transparent bitmaps is buffered
component images. Even if ClearType were enabled for opaque targets,
ClearType text could then end up displaying next to non-ClearType text
rendered to an intermediate texture, leading to an inconsistent
appearance.
There's also not a straightforward way of exposing a ClearType rendering
option in all of the places that it would be required, and a change of
this size is difficult to justify given that subpixel text rendering
controls would only have an effect on Windows.
Previously, this function didn't store/copy the provided bitmap, so the
resulting image was blank. This also broke createSnapshot(), which would
always return a blank image.
This change also moves the startFrame and endFrame calls out of the
plain Direct2DImageContext and into a special-purpose "flushing" context
that is private to Direct2DPixelData.