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<!doctype HTML PUBLIC "-//IETF//DTD HTML//EN">
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<title>Vector Text</title>
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<h2 align="center">Vector Text</h2>
<p>It is a text that uses a font created only with line segments. It is very
useful to be scaled and very fast. You must set the text size before drawing
any text. The default direction is horizontal from
left to right.</p>
<p align="center"><font size="4">Vector Text Parameters</font><br>
<img src="../../img/vector_text.gif" align="middle" border="2" width="101" height="91"></p>
<p>All vector text drawing in all drivers are simulated using other CD
primitives.</p>
<hr>
<pre class="function"><span class="mainFunction">void <a name="cdVectorText">cdCanvasVectorText</a>(cdCanvas* canvas, int x, int y, const char* text); [in C]</span>
void wdCanvasVectorText(cdCanvas* canvas, double x, double y, const char* text); (WC) [in C]
canvas:VectorText(x, y: number, text: string) [in Lua]
canvas:wVectorText(x, y: number, text: string) (WC) [in Lua]</pre>
<p>Draws a vector text in position <tt><b>(x,y)</b></tt>, respecting the
alignment defined by <font><strong>cdTextAlignment</strong></font>. It ignores
the configuration <font><strong>cdBackOpacity</strong></font>, being always
transparent. It accepts strings with multiple lines using <font>'\n'</font>. It is ESSENTIAL to
call <font><strong>cdVectorTextSize</strong></font> or <font><strong>cdVectorCharSize</strong></font>
before using this function.</p>
<p>The <strong>wdCanvasVectorText</strong> is the only function that
actually depends on World Coordinates. The other Vector Text functions
although use the "<strong>wd</strong>" prefix they do not depend on World
Coordinates. They are kept with these names for backward compatibility. The
correct prefix would be "<strong>cdf</strong>".</p>
<h3>Attributes</h3>
<pre class="function"><span class="mainFunction">void <a name="cdVectorTextDirection">cdCanvasVectorTextDirection</a>(cdCanvas* canvas, int x1, int y1, int x2, int y2); [in C]</span>
void wdCanvasVectorTextDirection(cdCanvas* canvas, double x1, double y1, double x2, double y2); [in C]
canvas:VectorTextDirection(x1, y1, x2, y2: number) [in Lua]
canvas:wVectorTextDirection(x1, y1, x2, y2: number) [in Lua]</pre>
<p>Defines the text direction by means of two points, <b><tt>(x1,y1)</tt></b> and <b>
<tt>(x2,y2)</tt></b>. The default direction is horizontal from left to right.
It is independent from the transformation matrix.</p>
<pre class="function"><span class="mainFunction">double* <a name="cdVectorTextTransform">cdCanvasVectorTextTransform</a>(cdCanvas* canvas, const double* matrix); [in C]</span>
canvas:VectorTextTransform(matrix: table) -> (old_matrix: table) [in Lua] </pre>
<p>Defines a transformation matrix with 6 elements. If the matrix is NULL, no
transformation is set. The default is no transformation. The origin
is the left bottom corner of matrix. It returns the previous matrix, and the
returned vector is only valid until the following call to the function.</p>
<p>The matrix contains scale, rotation and translation elements. It is applied after
computing the position and orientation normal to the vector text. We can
describe the elements as follows:</p>
<pre>|x'| | scl_x*cos(ang) -sin(ang) trans_x | |x| | 3 4 5|
|y'| = | sin(ang) scl_y*cos(ang) trans_y | * |y| with indices | 0 1 2|
|1|</pre>
<p>It has the same effect of the <strong>
cdCanvasTransform,</strong> but notice that the indices are different.</p>
<pre class="function"><span class="mainFunction">void <a name="cdVectorTextSize">cdCanvasVectorTextSize</a>(cdCanvas* canvas, int width, int height, const char * text); [in C]</span>
void wdCanvasVectorTextSize(cdCanvas* canvas, double width, double height, const char* text); [in C]
canvas:VectorTextSize(width, height: number, text: string) [in Lua]
canvas:wVectorTextSize(width, height: number, text: string) [in Lua]</pre>
<p>Modifies the font size of the vector text so that it fits the string in
the box defined by <b><tt>width</tt></b> and <b><tt>height</tt></b>.</p>
<pre class="function"><span class="mainFunction">double <a name="cdVectorCharSize">cdCanvasVectorCharSize</a>(cdCanvas* canvas, int size); [in C]</span>
double wdCanvasVectorCharSize(cdCanvas* canvas, double size); [in C]
canvas:VectorCharSize(size: number) -> (old_size: number) [in Lua]
canvas:wVectorCharSize(size: number) -> (old_size: number) [in Lua]</pre>
<p>Modifies the font size by specifying the height of the characters.
Returns the previous value. <strong><tt>CD_QUERY</tt></strong> returns the
current value.</p>
<pre class="function"><span class="mainFunction">void <a name="cdVectorFontSize">cdCanvasVectorFontSize</a>(cdCanvas* canvas, double size_x, double size_x); [in C]</span>
canvas:VectorFontSize(size_x, size_y: number) [in Lua]</pre>
<p>Directly modifies the font size. Set size_x==size_y to maintain the
original aspect ratio of the font.</p>
<pre class="function"><span class="mainFunction">void <a name="cdGetVectorFontSize">cdCanvasGetVectorFontSize</a>(cdCanvas* canvas, double *size_x, double *size_x); [in C]</span>
canvas:GetVectorFontSize() -> (size_x, size_y: number) [in Lua]</pre>
<p>Returns the font size. It is not necessary to provide all return
pointers, you can provide only the desired values and <font>NULL</font> for the others.</p>
<pre class="function"><span class="mainFunction">char* <a name="cdVectorFont">cdCanvasVectorFont</a>(cdCanvas* canvas, const char *filename); [in C]</span>
canvas:VectorFont(filename: string) -> (fontname: string) [in Lua]</pre>
<p>Replaces the current vector font with a font stored in a file with a given
name. Returns the name of the font loaded or NULL, if it fails. If <font>filename</font>
is NULL, it activates the default font "<b>Simplex II</b>" (There is no file
associated to this font, it is an embedded font). The library will attempt to
load a font from the current directory, if it fails then it will try the
directory defined by the environment variable "<strong><tt>CDDIR</tt></strong>",
if it fails, it will attempt to
load it using the <font>filename</font> as a string containing the font as
if the file was loaded into that string, if it fails again the font is reset
to the default font and returns NULL. The file format is
compatible with the GKS file format (text mode).</p>
<h3>Properties</h3>
<pre class="function"><span class="mainFunction">void <a name="cdGetVectorTextSize">cdCanvasGetVectorTextSize</a>(cdCanvas* canvas, const char* text, int *width, int *height); [in C]</span>
void wdCanvasGetVectorTextSize(cdCanvas* canvas, const char* text, double *width, double *height); [in C]
canvas:GetVectorTextSize(text: string) -> (width, height: number) [in Lua]
canvas:wGetVectorTextSize(text: string) -> (width, height: number) [in Lua]</pre>
<p>Returns the text size independent from orientation. It is
not necessary to provide all return pointers, you can provide only the desired
values and <font>NULL</font> for the others.</p>
<pre class="function"><span class="mainFunction">void <a name="cdGetVectorTextBounds">cdCanvasGetVectorTextBounds</a>(cdCanvas* canvas, char* text, int x, int y, int *rect); [in C]</span>
void wdCanvasGetVectorTextBounds(cdCanvas* canvas, char* text, double x, double y, double *rect); [in C]
canvas:GetVectorTextBounds(text: string, x, y: number) -> (rect: table) [in Lua]
canvas:wGetVectorTextBounds(text: string, x, y: number) -> (rect: table) [in Lua] </pre>
<p>Returns the oriented bounding rectangle occupied by a text at a given
position. The rectangle has the same dimentions returned by <strong>
GetVectorTextSize</strong>. The rectangle corners are returned in counter-clock wise
order starting with the bottom left corner, arranged (x0,y0,x1,y1,x2,y2,x3,y3).</p>
<pre class="function"><span class="mainFunction">void <a name="cdGetVectorTextBox">cdCanvasGetVectorTextBox</a>(cdCanvas* canvas, int x, int y, const char* text, int *xmin, int *xmax, int *ymin, int *ymax); [in C]</span>
void wdCanvasGetVectorTextBox(cdCanvas* canvas, double x, double y, const char* text, double *xmin, double *xmax, double *ymin, double *ymax); [in C]
canvas:GetVectorTextBox(x, y: number, text: string) -> (xmin, xmax, ymin, ymax: number) [in Lua]
canvas:wGetVectorTextBox(x, y: number, text: string) -> (xmin, xmax, ymin, ymax: number) [in Lua]</pre>
<p>Returns the horizontal bounding rectangle occupied by a text at a given
position. If
orientation is not 0 then its area is always larger than the area of the
rectangle returned by <strong>GetVectorTextBounds</strong>. It is not necessary
to provide all return pointers, you can provide only the desired values and <i><tt>NULL</tt></i> for the others.</p>
<h3>Character Codes</h3>
<p>The old GKS format contains ASCII codes so a convertion from ANSI to ASCII is
done when possible, unmapped characters are left unchanged, but some rearrage
was necessary to acomodate the convertion.
</p>
<p>The default vector font was changed from the original Simplex II to contain
all ANSI accented characters. So some ASCII characters were replaced.</p>
<p>Bellow is the character code table of the default font.</p>
<p style="TEXT-ALIGN: center">
<img src="../../img/vectorfont_default.png" width="717" height="977"><br>
<strong>Default Font</strong></p>
<p>The original Simplex II font is available in the file
"cd/etc/vectorfont00.txt". Bellow is the character code table of the original
font (the table displays the characters after the convertion from ANSI to
ASCII):</p>
<p style="TEXT-ALIGN: center">
<img src="../../img/vectorfont_simplex2.png" width="723" height="978"><br>
<strong>Original Simplex II</strong></p>
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