- // Rather than reproduce wxDC::Blit, let's do it at the wxWin API level
- wxMemoryDC memDC;
- memDC.SelectObject(bmp);
-
- /* Not sure if we need this. The mask should leave the
- * masked areas as per the original background of this DC.
- */
- /*
- // There might be transparent areas, so make these
- // the same colour as this DC
- memDC.SetBackground(* GetBackground());
- memDC.Clear();
- */
-
- Blit(x, y, bmp.GetWidth(), bmp.GetHeight(), & memDC, 0, 0, wxCOPY, useMask);
-
- memDC.SelectObject(wxNullBitmap);
+ // NB: don't take DEFAULT_GUI_FONT (a.k.a. wxSYS_DEFAULT_GUI_FONT)
+ // because it's not TrueType and so can't have non zero
+ // orientation/escapement under Win9x
+ wxFont font = m_font.Ok() ? m_font : *wxSWISS_FONT;
+ HFONT hfont = (HFONT)font.GetResourceHandle();
+ LOGFONT lf;
+ if ( ::GetObject(hfont, sizeof(lf), &lf) == 0 )
+ {
+ wxLogLastError(wxT("GetObject(hfont)"));
+ }
+
+ // GDI wants the angle in tenth of degree
+ long angle10 = (long)(angle * 10);
+ lf.lfEscapement = angle10;
+ lf. lfOrientation = angle10;
+
+ hfont = ::CreateFontIndirect(&lf);
+ if ( !hfont )
+ {
+ wxLogLastError(wxT("CreateFont"));
+ }
+ else
+ {
+ HFONT hfontOld = (HFONT)::SelectObject(GetHdc(), hfont);
+
+ DrawAnyText(text, x, y);
+
+ (void)::SelectObject(GetHdc(), hfontOld);
+ (void)::DeleteObject(hfont);
+ }
+
+ // call the bounding box by adding all four vertices of the rectangle
+ // containing the text to it (simpler and probably not slower than
+ // determining which of them is really topmost/leftmost/...)
+ wxCoord w, h;
+ GetTextExtent(text, &w, &h);
+
+ double rad = DegToRad(angle);
+
+ // "upper left" and "upper right"
+ CalcBoundingBox(x, y);
+ CalcBoundingBox(x + w*cos(rad), y - h*sin(rad));
+
+ // "bottom left" and "bottom right"
+ x += (wxCoord)(h*sin(rad));
+ y += (wxCoord)(h*cos(rad));
+ CalcBoundingBox(x, y);
+ CalcBoundingBox(x + h*sin(rad), y + h*cos(rad));
+ }
+#endif
+}
+
+// ---------------------------------------------------------------------------
+// set GDI objects
+// ---------------------------------------------------------------------------
+
+#if wxUSE_PALETTE
+
+void wxDC::DoSelectPalette(bool realize)
+{
+#ifdef __WXMICROWIN__
+ if (!GetHDC()) return;
+#endif
+
+ // Set the old object temporarily, in case the assignment deletes an object
+ // that's not yet selected out.
+ if (m_oldPalette)
+ {
+ ::SelectPalette(GetHdc(), (HPALETTE) m_oldPalette, FALSE);
+ m_oldPalette = 0;
+ }
+
+ if ( m_palette.Ok() )
+ {
+ HPALETTE oldPal = ::SelectPalette(GetHdc(),
+ GetHpaletteOf(m_palette),
+ FALSE);
+ if (!m_oldPalette)
+ m_oldPalette = (WXHPALETTE) oldPal;
+
+ if (realize)
+ ::RealizePalette(GetHdc());
+ }
+}
+
+void wxDC::SetPalette(const wxPalette& palette)
+{
+ if ( palette.Ok() )
+ {
+ m_palette = palette;
+ DoSelectPalette(TRUE);
+ }
+}
+
+void wxDC::InitializePalette()
+{
+ if ( wxDisplayDepth() <= 8 )
+ {
+ // look for any window or parent that has a custom palette. If any has
+ // one then we need to use it in drawing operations
+ wxWindow *win = m_canvas->GetAncestorWithCustomPalette();
+
+ m_hasCustomPalette = win && win->HasCustomPalette();
+ if ( m_hasCustomPalette )
+ {
+ m_palette = win->GetPalette();
+
+ // turn on MSW translation for this palette
+ DoSelectPalette();
+ }