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  • Extracting glyph-path information from ttf files

    - by Anonymous Coward
    I'm trying to figure out a way to extract the information encoded in ttf files. namely: The char-to-glyph table and the individual glyph path data. Does anyone have a good reference explaining the ttf file structure, or some other solution? Keep in mind that I'm not interested in any libraries that can do it for me either (unless they are open source and I can see how they are doing it). The "master" goal is to implement it in Javascript. Thanks!

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  • What is a good resource for HTML character codes -> glyph and...

    - by Ben
    Hi, I've already found a good site to convert HTML character codes to their respective glyphs: http://www.public.asu.edu/~rjansen/glyph_encoding.html However, I need a bit more information. Does anyone know of a site like the one above that also provides information on what type of character code it is? Meaning, is it a special character? Is the glyph visible? Etc... So far I have found some tables with this information, but they aren't as complete as the resource above. I would really like to get my hands on a complete table. Thanks, -Ben

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  • Problem with Freetype and OpenGL

    - by Morgan
    Hey, i'm having a weird issue with drawing text in openGL loaded with the Freetype 2 library. Here is a screenshot of what I'm seeing. http://img203.imageshack.us/img203/3316/freetypeweird.png Here are my code bits for loading and rendering my text. class Font { Font(const String& filename) { if (FT_New_Face(Font::ftLibrary, "arial.ttf", 0, &mFace)) { cout << "UH OH!" << endl; } FT_Set_Char_Size(mFace, 16 * 64, 16 * 64, 72, 72); } Glyph* GetGlyph(const unsigned char ch) { if(FT_Load_Char(mFace, ch, FT_LOAD_RENDER)) cout << "OUCH" << endl; FT_Glyph glyph; if(FT_Get_Glyph( mFace->glyph, &glyph )) cout << "OUCH" << endl; FT_BitmapGlyph bitmap_glyph = (FT_BitmapGlyph)glyph; Glyph* thisGlyph = new Glyph; thisGlyph->buffer = bitmap_glyph->bitmap.buffer; thisGlyph->width = bitmap_glyph->bitmap.width; thisGlyph->height = bitmap_glyph->bitmap.rows; return thisGlyph; } }; The relevant glyph information (width, height, buffer) is stored in the following struct struct Glyph { GLubyte* buffer; Uint width; Uint height; }; And finally, to render it, I have this class called RenderFont. class RenderFont { RenderFont(Font* font) { mTextureIds = new GLuint[128]; mFirstDisplayListId=glGenLists(128); glGenTextures( 128, mTextureIds ); for(unsigned char i=0;i<128;i++) { MakeDisplayList(font, i); } } void MakeDisplayList(Font* font, unsigned char ch) { Glyph* glyph = font->GetGlyph(ch); glBindTexture( GL_TEXTURE_2D, mTextureIds[ch]); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glyph->width, glyph->height, 0, GL_ALPHA, GL_UNSIGNED_BYTE, glyph->buffer); glNewList(mFirstDisplayListId+ch,GL_COMPILE); glBindTexture(GL_TEXTURE_2D, mTextureIds[ch]); glBegin(GL_QUADS); glTexCoord2d(0,1); glVertex2f(0,glyph->height); glTexCoord2d(0,0); glVertex2f(0,0); glTexCoord2d(1,0); glVertex2f(glyph->width,0); glTexCoord2d(1,1); glVertex2f(glyph->width,glyph->height); glEnd(); glTranslatef(16, 0, 0); glEndList(); } void Draw(const String& text, Uint size, const TransformComponent* transform, const Color32* color) { glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glTranslatef(100, 250, 0.0f); glListBase(mFirstDisplayListId); glCallLists(text.length(), GL_UNSIGNED_BYTE, text.c_str()); glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); glLoadIdentity(); } private: GLuint mFirstDisplayListId; GLuint* mTextureIds; }; Can anybody see anything weird going on here that would cause the garbled text? It's strange because if I change the font size, or the DPI, then some of the letters that display correctly become garbled, and other letters that were garbled before then display correctly.

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  • Loading specific icon size into TIcon from stream (Delphi XE)

    - by moodforaday
    My application downloads and displays favicons for specific websites. I followed Bing's solution for detecting image format from stream, but have hit another snag. Assuming an actual icon image, the code goes like this: var icon : TIcon; begin icon := TIcon.Create; try icon.LoadFromStream( faviconStream ); spFavicon.Glyph.Assign( icon ); finally icon.Free; end; end; (spFavicon is TRzGlyphStatus from Raize Components. Its Glyph property is a TBitmap) Now, this works, but sometimes the downloaded icon contains multiple images in different sizes, e.g. 32x32 in addition to the expected 16x16. For some reason the control's Glyph property picks the larger size. How can I load only the 16x16 size into TIcon, or from TIcon into TBitmap? Test favicon: http://www.kpfa.org/favicon.ico On edit: If at all possible, I'd rather avoid saving the icon to a file first.

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  • Advice for Architecture Design Logic for software application

    - by Prasad
    Hi, I have a framework of basic to complex set of objects/classes (C++) running into around 500. With some rules and regulations - all these objects can communicate with each other and hence can cover most of the common queries in the domain. My Dream: I want to provide these objects as icons/glyphs (as I learnt recently) on a workspace. All these objects can be dragged/dropped into the workspace. They have to communicate only through their methods(interface) and in addition to few iterative and conditional statements. All these objects are arranged finally to execute a protocol/workflow/dataflow/process. After drawing the flow, the user clicks the Execute/run button. All the user interaction should be multi-touch enabled. The best way to show my dream is : Jeff Han's Multitouch Video. consider Jeff is playing with my objects instead of the google maps. :-) it should be like playing a jigsaw puzzle. Objective: how can I achieve the following while working on this final product: a) the development should be flexible to enable provision for web services b) the development should enable easy web application development c) The development should enable client-server architecture - d) further it should also enable mouse based drag/drop desktop application like Adobe programs etc. I mean to say: I want to economize on investments. Now I list my efforts till now in design : a) Created an Editor (VB) where the user writes (manually) the object / class code b) On Run/Execute, the code is copied into a main() function and passed to interpreter. c) Catch the output and show it in the console. The interpreter can be separated to become a server and the Editor can become the client. This needs lot of standard client-server architecture work. But some how I am not comfortable in the tightness of this system. Without interpreter is there much faster and better embeddable solution to this? - other than writing a special compiler for these objects. Recently learned about AXIS-C++ can help me - looks like - a friend suggested. Is that the way to go ? Here are my questions: (pl. consider me a self taught programmer and NOT my domain) a) From the stage of C++ objects to multi-touch product, how can I make sure I will develop the parallel product/service models as well.? What should be architecture aspects I should consider ? b) What technologies are best suited for this? c) If I am thinking of moving to Cloud Computing, how difficult/ how redundant / how unnecessary my efforts will be ? d) How much time in months would it take to get the first beta ? I take the liberty to ask if any of the experts here are interested in this project, please email me: [email protected] Thank you for any help. Looking forward.

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  • How do you get the glyph for a character encoded as '&#333;' from a utf-8 encoded database field usi

    - by AE
    I have a MySQL database table with a collation of 'utf8_general_ci' and the value in the field is: x & #299; bán yá wén (without the spaces). When this is converted (for example by StackOverflow's editor) it looks like this: xī bán yá wén where the second character looks like a lower case i with a bar over the top. In PHP, what function converts the & #299 ; entity into the ī character? I've tried using html_entity_decode($str,ENT_COMPAT,'UTF-8'), however I get characters like the following: yÄ«n wén or zhÅ•ng wén I'm pretty sure there's something I don't understand about the decoding, which is why I'm using the wrong function. Can anyone shed some light on how to get the single character glyph that's represented by the entity & #299 and similar high-number characters above 255? Many thanks, AE

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  • How does font rendering actually work?

    - by Andrea
    I realize that I know essentially nothing about the way fonts get rendered in my computer. From what I can observe, font rendering is generally made in a consistent way throughout the system. For instance, the subpixel font hinting settings that I configure in my DE control panel have influence on text which appears on window borders, in my browser, in my text editor and so on. (I should observe that some Java applications show a noticeable difference, so I guess they are using a different font rendering mechanism). What I get from the above is that probably all applications that need font rendering make use of some OS (or DE)-wide library. On the other hand, browsers usually manage their own rendering through a rendering engine, that takes care of positioning various items - including text - according to specific flow rules. I am not sure how these two facts are compatible. I would assume that the browser would have to ask the OS to draw a glyph at a given position, but how can it manage the flow of text without knowing beforehand how much space the glyph will take? Are there separate calls to determine the glyph sizes, so that the browser can manage the flow as if characters were little boxes that are later filled in by the OS? (Although this does not take care of kerning). Or is the OS responsible for drawing a whole text area, including text flow? Does the OS return the rendered glyph as a bitmap and leaves it to the application to draw that on the screen?

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  • unsigned char* buffer (FreeType2 Bitmap) to System::Drawing::Bitmap.

    - by Dennis Roche
    Hi, I'm trying to convert a FreeType2 bitmap to a System::Drawing::Bitmap in C++/CLI. FT_Bitmap has a unsigned char* buffer that contains the data to write. I have got somewhat working save it disk as a *.tga, but when saving as *.bmp it renders incorrectly. I believe that the size of byte[] is incorrect and that my data is truncated. Any hints/tips/ideas on what is going on here would be greatly appreciated. Links to articles explaining byte layout and pixel formats etc. would be helpful. Thanks!! C++/CLI code. FT_Bitmap *bitmap = &face->glyph->bitmap; int width = (face->bitmap->metrics.width / 64); int height = (face->bitmap->metrics.height / 64); // must be aligned on a 32 bit boundary or 4 bytes int depth = 8; int stride = ((width * depth + 31) & ~31) >> 3; int bytes = (int)(stride * height); // as *.tga void *buffer = bytes ? malloc(bytes) : NULL; if (buffer) { memset(buffer, 0, bytes); for (int i = 0; i < glyph->rows; ++i) memcpy((char *)buffer + (i * width), glyph->buffer + (i * glyph->pitch), glyph->pitch); WriteTGA("Test.tga", buffer, width, height); } // as *.bmp array<Byte>^ values = gcnew array<Byte>(bytes); Marshal::Copy((IntPtr)glyph->buffer, values, 0, bytes); Bitmap^ systemBitmap = gcnew Bitmap(width, height, PixelFormat::Format24bppRgb); // create bitmap data, lock pixels to be written. BitmapData^ bitmapData = systemBitmap->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, bitmap->PixelFormat); Marshal::Copy(values, 0, bitmapData->Scan0, bytes); systemBitmap->UnlockBits(bitmapData); systemBitmap->Save("Test.bmp"); Reference, FT_Bitmap typedef struct FT_Bitmap_ { int rows; int width; int pitch; unsigned char* buffer; short num_grays; char pixel_mode; char palette_mode; void* palette; } FT_Bitmap; Reference, WriteTGA bool WriteTGA(const char *filename, void *pxl, uint16 width, uint16 height) { FILE *fp = NULL; fopen_s(&fp, filename, "wb"); if (fp) { TGAHeader header; memset(&header, 0, sizeof(TGAHeader)); header.imageType = 3; header.width = width; header.height = height; header.depth = 8; header.descriptor = 0x20; fwrite(&header, sizeof(header), 1, fp); fwrite(pxl, sizeof(uint8) * width * height, 1, fp); fclose(fp); return true; } return false; } Update FT_Bitmap *bitmap = &face->glyph->bitmap; // stride must be aligned on a 32 bit boundary or 4 bytes int depth = 8; int stride = ((width * depth + 31) & ~31) >> 3; int bytes = (int)(stride * height); target = gcnew Bitmap(width, height, PixelFormat::Format8bppIndexed); // create bitmap data, lock pixels to be written. BitmapData^ bitmapData = target->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, target->PixelFormat); array<Byte>^ values = gcnew array<Byte>(bytes); Marshal::Copy((IntPtr)bitmap->buffer, values, 0, bytes); Marshal::Copy(values, 0, bitmapData->Scan0, bytes); target->UnlockBits(bitmapData);

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  • How can I downgrade a system that accidentally had backports installed?

    - by Glyph
    I installed a fresh Ubuntu system. Somehow - possibly through my own error - the backports repository got enabled. Then I did several upgrades. I noticed that this happened when networking suddenly stopped working, "Network Settings" now has an "(alpha)" in the title bar, "System Settings" ? "Network" now displays an error dialog saying "The system network services are not compatible with this version". Now, I've disabled the backports repository, and I'd like to restore my system to its previously-functional state. My question is twofold: How do I determine which packages were installed from backports? Can I automatically re-install all those packages (and purge their configuration) to get back to a sensible state? If the answer to 2 is "no" I can probably manually purge some things and reinstall, but it would be nice to have it handled automatically. Update: It wasn't an update that broke the network; it was apt-get install indicator-network, which installed something called "connman" and removed network-manager and network-manager-gnome. Nevertheless I am leaving the question up, since I am still interested in how I can purge packages from a particular source after accidentally adding that source, and how I can determine which packages were installed from where.

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  • How do I choose which way to enable/disable, start/stop, or check the status of a service?

    - by Glyph
    If I want to start a system installed service, I can do: # /etc/init.d/some-svc start # initctl start some-svc # service some-svc start # start some-svc If I want to disable a service from running at boot, I can do: # rm /etc/rc2.d/S99some-svc # update-rc.d some-svc disable # mv /etc/init/some-svc.conf /etc/init/some-svc.conf.disabled Then there are similarly various things I can do to enable services for starting at boot, and so on. I'm aware of the fact that upstart is a (relatively) new thing, and I know about how SysV init used to work, and I'm vaguely aware of a bunch of D-Bus nonsense, but what I don't know is how one is actually intended to interface with this stuff. For example, I don't know how to easily determine whether a service is an Upstart job or a legacy SysV thing, without actually reading through the source of its shell scripts extensively. So: if I want to start or stop a service, either at the moment or persistently, which of these tools should I use, and why? If the answer depends on some attribute (like "this service supports upstart") then how do I quickly and easily learn about that attribute of an installed package? Relatedly, are there any user interface tools which can safely and correctly interact with the modern service infrastructure (upstart, and/or whatever its sysv compatibility is)? For example, could I reliably use sysv-rc-conf to determine which services should start?

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  • FreeType2 Bitmap to System::Drawing::Bitmap.

    - by Dennis Roche
    Hi, I'm trying to convert a FreeType2 bitmap to a System::Drawing::Bitmap in C++/CLI. FT_Bitmap has a unsigned char* buffer that contains the data to write. I have got somewhat working save it disk as a *.tga, but when saving as *.bmp it renders incorrectly. I believe that the size of byte[] is incorrect and that my data is truncated. Any hints/tips/ideas on what is going on here would be greatly appreciated. Links to articles explaining byte layout and pixel formats etc. would be helpful. Thanks!! C++/CLI code. FT_Bitmap *bitmap = &face->glyph->bitmap; int width = (face->bitmap->metrics.width / 64); int height = (face->bitmap->metrics.height / 64); // must be aligned on a 32 bit boundary or 4 bytes int depth = 8; int stride = ((width * depth + 31) & ~31) >> 3; int bytes = (int)(stride * height); // as *.tga void *buffer = bytes ? malloc(bytes) : NULL; if (buffer) { memset(buffer, 0, bytes); for (int i = 0; i < glyph->rows; ++i) memcpy((char *)buffer + (i * width), glyph->buffer + (i * glyph->pitch), glyph->pitch); WriteTGA("Test.tga", buffer, width, height); } array<Byte>^ values = gcnew array<Byte>(bytes); Marshal::Copy((IntPtr)glyph->buffer, values, 0, bytes); // as *.bmp Bitmap^ systemBitmap = gcnew Bitmap(width, height, PixelFormat::Format24bppRgb); // create bitmap data, lock pixels to be written. BitmapData^ bitmapData = systemBitmap->LockBits(Rectangle(0, 0, width, height), ImageLockMode::WriteOnly, bitmap->PixelFormat); Marshal::Copy(values, 0, bitmapData->Scan0, bytes); systemBitmap->UnlockBits(bitmapData); systemBitmap->Save("Test.bmp"); Reference, FT_Bitmap typedef struct FT_Bitmap_ { int rows; int width; int pitch; unsigned char* buffer; short num_grays; char pixel_mode; char palette_mode; void* palette; } FT_Bitmap; Reference, WriteTGA bool WriteTGA(const char *filename, void *pxl, uint16 width, uint16 height) { FILE *fp = NULL; fopen_s(&fp, filename, "wb"); if (fp) { TGAHeader header; memset(&header, 0, sizeof(TGAHeader)); header.imageType = 3; header.width = width; header.height = height; header.depth = 8; header.descriptor = 0x20; fwrite(&header, sizeof(header), 1, fp); fwrite(pxl, sizeof(uint8) * width * height, 1, fp); fclose(fp); return true; } return false; }

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  • vtk glyphs 3D, indenpently color and rotation

    - by user3684219
    I try to display thanks to vtk (python wrapper) several glyphs in a scene with each their own colour and rotation. Unfortunately, just the rotation (using vtkTensorGlyph) is taken in consideration by vtk. Reversely, just color is taken in consideration when I use a vtkGlyph3D. Here is a ready to use piece of code with a vtkTensorGlyph. Each cube should have a random color but there all will be in the same color. I read and read again the doc of vtk but I found no solution. Thanks in advance for any idea #!/usr/bin/env python # -*- coding: utf-8 -*- import vtk import scipy.linalg as sc import random as ra import numpy as np import itertools points = vtk.vtk.vtkPoints() # where to locate each glyph in the scene tensors = vtk.vtkDoubleArray() # rotation for each glyph tensors.SetNumberOfComponents(9) colors = vtk.vtkUnsignedCharArray() # should be the color for each glyph colors.SetNumberOfComponents(3) # let's make 10 cubes in the scene for i in range(0, 50, 5): points.InsertNextPoint(i, i, i) # position of a glyph colors.InsertNextTuple3(ra.randint(0, 255), ra.randint(0, 255), ra.randint(0, 255) ) # pick random color rot = list(itertools.chain(*np.reshape(sc.orth(np.random.rand(3, 3)).transpose(), (1, 9)).tolist())) # random rotation matrix (row major) tensors.InsertNextTuple9(*rot) polydata = vtk.vtkPolyData() # create the polydatas polydata.SetPoints(points) polydata.GetPointData().SetTensors(tensors) polydata.GetPointData().SetScalars(colors) cubeSource = vtk.vtkCubeSource() cubeSource.Update() glyphTensor = vtk.vtkTensorGlyph() glyphTensor.SetColorModeToScalars() # is it really work ? try: glyphTensor.SetInput(polydata) except AttributeError: glyphTensor.SetInputData(polydata) glyphTensor.SetSourceConnection(cubeSource.GetOutputPort()) glyphTensor.ColorGlyphsOn() # should not color all cubes independently ? glyphTensor.ThreeGlyphsOff() glyphTensor.ExtractEigenvaluesOff() glyphTensor.Update() # next is usual vtk code mapper = vtk.vtkPolyDataMapper() mapper.SetInputConnection(glyphTensor.GetOutputPort()) actor = vtk.vtkActor() actor.SetMapper(mapper) ren = vtk.vtkRenderer() ren.SetBackground(0.2, 0.5, 0.3) ren.AddActor(actor) renwin = vtk.vtkRenderWindow() renwin.AddRenderer(ren) iren = vtk.vtkRenderWindowInteractor() iren.SetInteractorStyle(vtk.vtkInteractorStyleTrackballCamera()) iren.SetRenderWindow(renwin) renwin.Render() iren.Initialize() renwin.Render() iren.Start()

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  • How do I find out from which fonts windows is pulling substitute glyphs?

    - by Marcin
    When a given font does not provide a glyph for a unicode character, windows pulls glyphs from a font which does provide it (see screenshot showing charmap and text editor displaying glyphs missing from calluna; the missing glyphs are (not) shown in the pdf visible in the same document. Fontforge also reveals that the glyphs are indeed not in that font). How can I work out from which font windows is pulling the substitute glyph? (I'm using windows 7)

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  • How to use VisualStyleRenderer in Windows 7?

    - by Paulo Santos
    In a small project of mine I've came across the need of a collapsible group box. Searching the Net, I've found one here. In one of the comments there's an improvement on the original code that uses the VisualStyleRenderer class in order to acquire the TreeView open and closed glyph. Running the code it draws properly the Plus and Minus sing as Windows XP would draw it, however in Windows Vista and Windows 7 the glyph for open and closed nodes are small triangles. What kind of interface, class or PInvoke, I need to use in order to acquire the right glyph?

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  • Upgrade an Ubuntu 8.04 installation with VMware Server 1.0.8 and lots of guest OSes to Something Els

    - by Glyph
    I have an Ubuntu 8.04 (Hardy Heron) host machine which is running a whole slew of virtual machines in VMWare Server 1.0.8. Among other guest OSes, there is every release version of Ubuntu since 6.06, OpenSolaris 2009.06, and Windows XP. Right now I access these VMs from a variety of client OSes as well; Linux and Windows via the VMWare server console, and MacOS via X-forwarding the host machine's server console. I'd like to upgrade the host to Ubuntu 10.04 (Lucid Lynx), but from what I can tell, getting VMWare Server 1.x to work on a more recent version of Linux is a real pain. While VMware Server 2.x is a bit easier, it's still not packaged as Debian packages, so installing security updates is a big chore. As long as I'm upgrading anyway, I'd like to move to a virtualization solution that will allow me to automate applying updates. The options that I'm aware of right now are KVM (managed via virt-manager) and VirtualBox (as managed by its own tools or via its own libvirt bindings), but I'm open to other suggestions. For each option, I'd like to know how do I convert my guest images to the new format? am I going to have to re-activate my Windows guests (alternatively, "If the virtual hardware is different by default, can I avoid re-activation by changing some virtualization configuration to provide me with more similar virtual hardware") what are the management options like for each client OS (mac, linux, windows)? Thanks.

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  • should I put my multi-device btrfs filesystem on disk partitions or raw devices?

    - by Glyph
    If I'm going to create a multi-device btrfs filesystem. The official recommendation from the documentation apppears to be to create it on raw devices; i.e. /dev/sdb, /dev/sdc, etc, but this is not explained. Are there any advantages to creating a partition table on these devices first, either GPT or MBR, and then creating the filesystem on /dev/sdb1, /dev/sdc1 et cetera? Does feeding btrfs whole devices have some particular advantage, or are these basically equivalent?

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  • How do I locate the CGRect for a substring of text in a UILabel?

    - by bryanjclark
    For a given NSRange, I'd like to find a CGRect in a UILabel that corresponds to the glyphs of that NSRange. For example, I'd like to find the CGRect that contains the word "dog" in the sentence "The quick brown fox jumps over the lazy dog." The trick is, the UILabel has multiple lines, and the text is really attributedText, so it's a bit tough to find the exact position of the string. The method that I'd like to write on my UILabel subclass would look something like this: - (CGRect)rectForSubstringWithRange:(NSRange)range; Details, for those who are interested: My goal with this is to be able to create a new UILabel with the exact appearance and position of the UILabel, that I can then animate. I've got the rest figured out, but it's this step in particular that's holding me back at the moment. What I've done to try and solve the issue so far: I'd hoped that with iOS 7, there'd be a bit of Text Kit that would solve this problem, but most every example I've seen with Text Kit focuses on UITextView and UITextField, rather than UILabel. I've seen another question on Stack Overflow here that promises to solve the problem, but the accepted answer is over two years old, and the code doesn't perform well with attributed text. I'd bet that the right answer to this involves one of the following: Using a standard Text Kit method to solve this problem in a single line of code. I'd bet it would involve NSLayoutManager and textContainerForGlyphAtIndex:effectiveRange Writing a complex method that breaks the UILabel into lines, and finds the rect of a glyph within a line, likely using Core Text methods. My current best bet is to take apart @mattt's excellent TTTAttributedLabel, which has a method that finds a glyph at a point - if I invert that, and find the point for a glyph, that might work. Update: Here's a github gist with the three things I've tried so far to solve this issue: https://gist.github.com/bryanjclark/7036101

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  • TRibbon's large button's image is not centered...any ideas? easy to demonstrate at design-time.

    - by X-Ray
    i'm using delphi 2009 (updates 1, 2, 3, 4). i'm seeing something quite peculiar. the image on the button is not centered in the button when i have a large button with a large glyph! rather than being centered, the left part of the glyph starts at the center of the button. a clue is that when i: go into the action editor and select the action use the ImageIndex combobox in the object inspector, the list is empty (normally i'd see the available images in the combobox). it seems as though there's an image width property i've failed to set or an imagelist not correctly configured. i've expected the glyph on a large button should be 32x32. try the following: paste these components into an empty form add a 32x32 image to the image list set the Action1 imageindex to 0 you'll immediately see what i mean! can anyone tell me why it looks that way? i find it interesting that the ribbon demo app doesn't show this problem. i even tried the same image. thank you! object ActionManager1: TActionManager ActionBars = < item Items = < item Action = Action1 Caption = '&Action1' ImageIndex = 0 CommandProperties.ButtonSize = bsLarge end> ActionBar = RibbonGroup1 end> LargeDisabledImages = img3232 LargeImages = img3232 Left = 376 Top = 184 StyleName = 'Ribbon - Luna' object Action1: TAction Caption = 'Action1' ImageIndex = 0 end end object Ribbon1: TRibbon Left = 0 Top = 0 Width = 693 Height = 147 ActionManager = ActionManager1 Caption = 'Ribbon1' Tabs = < item Caption = 'RibbonPage1' Page = RibbonPage1 end> ExplicitLeft = 232 ExplicitTop = 80 ExplicitWidth = 0 DesignSize = ( 693 147) StyleName = 'Ribbon - Luna' object RibbonPage1: TRibbonPage Left = 0 Top = 54 Width = 692 Height = 93 Caption = 'RibbonPage1' Index = 0 object RibbonGroup1: TRibbonGroup Left = 4 Top = 3 Width = 54 Height = 86 ActionManager = ActionManager1 Caption = 'RibbonGroup1' GroupIndex = 0 end end end object img3232: TImageList Height = 32 Width = 32 Left = 376 Top = 256 end

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  • Box 2d basic questions

    - by philipp
    I am a bit new to box2d and I am developing an game with type and letters. I am using an svg font and generate the box2d bodies direct from the glyphs path definition, using the convex hull of them. I also have an decomposition routine the decomposes this hull if necessary. All this it is more or less working, except that I got some strange errors which definitely are caused by the scale factors. The problem is caused by two factors: first: the world scale of box2d, second: the the precision of curve-approximation of the glyph vectors. So through scaling down the input vertices for box2d, it happens that they become equal caused by numerical precision, what causes errors in box2d. Through scaling the my glyphs a bit up, this goes away. I also goes away if I chose a different world scale factor, but this slows down the whole animation quite much! So if my view port is about 990px * 600px and i want to animate Glyphs in box2d which should have a size from about 50px * 50px up to 300px * 300px, which scale factor of the b2world should i choose? How small should the smallest distance from on vertex to another be, while approximating the glyph vectors? Thanks for help greetings philipp EDIT:: I continued reading the docs of box2d and after rethinking of the units system, which is designed to handle object from 0.1 up to 10 meters, I calculated a scale factor of 75. So Objects 600px width will are 8 meters wide in box2d and even small objects of about 20px width will become 0.26 meters width in box2d. I will go on trying with this values, but if there is somebody out there who could give me a clever advice i would be happy!

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  • VisualStyleRenderer and themes (WinForms)

    - by Yves
    I have my own TreeView control which is completely OwnerDraw'ed: myTreeView.DrawMode = TreeViewDrawMode.OwnerDrawAll; What I try to achieve is to draw the opened/closed glyph according to the current explorer theme. Especially on Vista and Win7 boxes I'd like to see the new glyphes (black triangles) instead of the plus/minus signs. I know, for a non-OwnerDraw'ed TreeView this can be achieved as follows which works perfectly: myTreeView.HandleCreated += delegate(object sender, EventArgs args) { MyNativeMethods.SetWindowTheme(myTreeView.Handle, "explorer", null); }; I thought a VisualStyleRenderer let me paint the glyphs theme-aware: VisualStyleRenderer r = new VisualStyleRenderer(VisualStyleElement.TreeView.Glyph.Opened); r.DrawBackground(e.Graphics, e.Bounds); The code above unfortunately draws the minus sign in all cases. It looks like the VisualStyleRenderer does not honour the theme setting. Can someone shed some light on this? Thanks!

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  • How to write outline data into .otf files?

    - by Sorush Rabiee
    I need to edit or completely replace outline data (bezier curves) of OpenType fonts. the input data is an EPS file that i have to write it into one specified glyph of an otf file with a certain scaling. (The glyph is specified by PostScript name OR Unicode value.) I need something like an encoder (or just a library of file structure of OpenType)? where to find about structure of otf and ttf files? Note: python-realated tools and libraries are performed :-?

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  • OpenGL font rendering

    - by DEElekgolo
    I am trying to make an openGL text rendering class using FreeType. I was originally following this code but it doesn't seem to work out for me. I get nothing reguardless of what parameters I put for Draw(). class Font { public: Font() { if (FT_Init_FreeType(&ftLibrary)) { printf("Could not initialize FreeType library\n"); return; } glGenBuffers(1,&iVerts); } bool Load(std::string sFont, unsigned int Size = 12.0f) { if (FT_New_Face(ftLibrary,sFont.c_str(),0,&ftFace)) { printf("Could not open font: %s\n",sFont.c_str()); return true; } iSize = Size; FT_Set_Pixel_Sizes(ftFace,0,(int)iSize); FT_GlyphSlot gGlyph = ftFace->glyph; //Generating the texture atlas. //Rather than some amazing rectangular packing method, I'm just going //to have one long strip of letters with the height being that of the font size. int width = 0; int height = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { printf("Error rendering letter %c for font %s.\n",i,sFont.c_str()); } width += gGlyph->bitmap.width; height += std::max(height,gGlyph->bitmap.rows); } //Generate the openGL texture glActiveTexture(GL_TEXTURE0); //if I texture exists then delete it. iTexture ? glDeleteBuffers(1,&iTexture):0; glGenTextures(1,&iTexture); glBindTexture(GL_TEXTURE_2D,iTexture); glPixelStorei(GL_UNPACK_ALIGNMENT,1); glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,width,height,0,GL_ALPHA,GL_UNSIGNED_BYTE,0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //load the glyphs and set the glyph data int x = 0; for (int i = 32; i < 128; i++) { if (FT_Load_Char(ftFace,i,FT_LOAD_RENDER)) { //if it cant load the character continue; } //load the glyph map into the texture glTexSubImage2D(GL_TEXTURE_2D,0,x,0, gGlyph->bitmap.width, gGlyph->bitmap.rows, GL_ALPHA, GL_UNSIGNED_BYTE, gGlyph->bitmap.buffer); //move the "pen" down the strip x += gGlyph->bitmap.width; chars[i].ax = (float)(gGlyph->advance.x >> 6); chars[i].ay = (float)(gGlyph->advance.y >> 6); chars[i].bw = (float)gGlyph->bitmap.width; chars[i].bh = (float)gGlyph->bitmap.rows; chars[i].bl = (float)gGlyph->bitmap_left; chars[i].bt = (float)gGlyph->bitmap_top; chars[i].tx = (float)x/width; } printf("Loaded font: %s\n",sFont.c_str()); return true; } void Draw(std::string sString,Vector2f vPos = Vector2f(0,0),Vector2f vScale = Vector2f(1,1)) { struct pPoint { pPoint() { x = y = s = t = 0; } pPoint(float a,float b,float c,float d) { x = a; y = b; s = c; t = d; } float x,y; float s,t; }; pPoint* cCoordinates = new pPoint[6*sString.length()]; int n = 0; for (const char *p = sString.c_str(); *p; p++) { float x2 = vPos.x() + chars[*p].bl * vScale.x(); float y2 = -vPos.y() - chars[*p].bt * vScale.y(); float w = chars[*p].bw * vScale.x(); float h = chars[*p].bh * vScale.y(); float x = vPos.x() + chars[*p].ax * vScale.x(); float y = vPos.y() + chars[*p].ay * vScale.y(); //skip characters with no pixels //still advances though if (!w || !h) { continue; } //triangle one cCoordinates[n++] = pPoint( x2 , -y2 , chars[*p].tx , 0); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2 , chars[*p].tx + chars[*p].bw / w , 0); cCoordinates[n++] = pPoint( x2 , -y2-h , chars[*p].tx , chars[*p].bh / h); cCoordinates[n++] = pPoint( x2+w , -y2-h , chars[*p].tx + chars[*p].bw / w , chars[*p].bh / h); } glBindBuffer(GL_ARRAY_BUFFER,iVerts); glBindBuffer(GL_TEXTURE_2D,iTexture); //Vertices glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].x); //TexCoord 0 glClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glTexCoordPointer(2,GL_FLOAT,sizeof(pPoint),&cCoordinates[0].s); glCullFace(GL_NONE); glBufferData(GL_ARRAY_BUFFER,6*sString.length(),cCoordinates,GL_DYNAMIC_DRAW); glDrawArrays(GL_TRIANGLES,0,n); glCullFace(GL_BACK); glBindBuffer(GL_ARRAY_BUFFER,0); glBindBuffer(GL_TEXTURE_2D,0); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_TEXTURE_COORD_ARRAY); } ~Font() { glDeleteBuffers(1,&iVerts); glDeleteBuffers(1,&iTexture); } private: unsigned int iSize; //openGL texture atlas unsigned int iTexture; //openGL geometry buffer; unsigned int iVerts; FT_Library ftLibrary; FT_Face ftFace; struct Character { float ax,ay;//Advance float bw,bh;//bitmap size float bl,bt;//bitmap left and top float tx; } chars[128]; };

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  • Drawing a PDF Right-Side-Up in CGContext

    - by Carter Allen
    I'm overriding the drawRect: method in a custom UIView, and I'm doing some custom drawing. All was going well, until I needed to draw a PDF resource (a vector glyph, to be precise) into the context. First I retrieve the PDF from a file: NSURL *pdfURL = [NSURL fileURLWithPath:[[[NSBundle mainBundle] resourcePath] stringByAppendingPathComponent:@"CardKit.bundle/A.pdf"]]; CGPDFDocumentRef pdfDoc = CGPDFDocumentCreateWithURL((CFURLRef)pdfURL); CGPDFPageRef pdfPage = CGPDFDocumentGetPage(pdfDoc, 1); Then I create a box with the same dimensions as the loaded PDF: CGRect box = CGPDFPageGetBoxRect(pdfPage, kCGPDFArtBox); Then I save my graphics state, so that I don't screw anything up: CGContextSaveGState(context); And then I perform a scale+translate of the CTM, theoretically flipping the whole context: CGContextScaleCTM(context, 1.0, -1.0); CGContextTranslateCTM(context, 0.0, rect.size.height); I then scale the PDF so that it fits into the view properly: CGContextScaleCTM(context, rect.size.width/box.size.width, rect.size.height/box.size.height); And finally, I draw the PDF and restore the graphics state: CGContextDrawPDFPage(context, pdfPage); CGContextRestoreGState(context); The issue is that there is nothing visible drawn. All this code should theoretically draw the PDF glyph into the view, right? If I remove the scale+translate used to flip the context, it draws perfectly: it just draws upside-down. Any ideas?

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