L_EfxDraw3dText

Summary

Draws three-dimensional text into the target device context using the specified font, color, and style.

Syntax

#include "l_bitmap.h"

L_LTEFX_API L_INT L_EfxDraw3dText(hDC, pszText, pRect, uFlags, nXDepth, nYDepth, crText, crShadow, crHilite, hFont, hdcFore)

Parameters

HDC hDC

Handle to the target device context.

L_TCHAR * pszText

Text string.

RECT *pRect

Pointer to the display destination rectangle.

L_UINT uFlags

Text style. Use this parameter to control the style and justification of the three-dimensional text. For valid values, refer to Effect Text Style Flags and Effect Text Alignment Flags.

L_INT nXDepth

Horizontal shadow position.

L_INT nYDepth

Vertical shadow position.

COLORREF crText

COLORREF value that specifies the text color.

COLORREF crShadow

COLORREF value that specifies the shadow color.

COLORREF crHilite

COLORREF value that specifies the border color.

HFONT hFont

Handle to the selected font.

HDC hdcFore

Handle to the source device context for the foreground. Use this parameter to place an image (such as a gradient) on the surface of the three-dimensional text. Use NULL to paint the color specified in crText.

Returns

Value Meaning
SUCCESS The function was successful.
< 1 An error occurred. Refer to Return Codes.

Comments

Use the uFlags parameter to control the style and justification of the three-dimensional text. Use the hdcFore parameter to place an image (such as a gradient) on the surface of the three-dimensional text.

Drop shadows are available only for the following uFlags values:

The crShadow color is used for three-dimensional effects for the following uFlags values:

The crHilite color is used only for the following uFlags values:

For general information, refer to Implementing Special Effects.

Required DLLs and Libraries

Platforms

Win32, x64.

See Also

Functions

Topics

Example

This example shows the minimum requirements for using L_EfxDraw3dText.

L_INT EfxDraw3dTextExample(HWND hWnd, RECT* pDest) 
{ 
   L_INT    nRet; 
   HDC      hdc;                    // Device context for the current window 
   HPALETTE hSavedPalette = NULL;   // Temporary copy of the current system palette 
   HPALETTE hOurPalette = NULL;     // The palette that we will use to paint 
   L_INT    nBitsPerPixel; 
 
   // Get the device context 
   hdc = GetDC(hWnd); 
 
   // Check the device to see if we need a palette 
   nBitsPerPixel = GetDeviceCaps(hdc, BITSPIXEL) * GetDeviceCaps(hdc, PLANES); 
   if (nBitsPerPixel <= 8) 
   { 
      hOurPalette = (HPALETTE)GetStockObject(DEFAULT_PALETTE); 
      hSavedPalette = SelectPalette(hdc, hOurPalette, FALSE); 
 
      // Realize our palette 
      RealizePalette(hdc); 
   } 
 
   // Draw the 3d Text 
   nRet = L_EfxDraw3dText(hdc,                                    // device context 
      TEXT("3D Text - LEADTOOLS"), 
      pDest,                                                      // destination rectangle 
      EFX_TEXT_DROPSHADOW | EFX_TEXT_HCENTER | EFX_TEXT_VCENTER,  // style flags for 3D Text 
      2,                                                          // horizontal  shadow position 
      2,                                                          // vertical shadow position 
      RGB(0, 0, 255),                                             // text color, blue 
      RGB(0, 0, 0),                                               // shadow color, black 
      RGB(255, 255, 255),                                         // border color, white 
      (HFONT)GetStockObject(SYSTEM_FONT), 
      NULL);                                                      // do not put an image in the font 
   if (nRet != SUCCESS) 
      return nRet; 
 
   // Restore the old palette 
   if (hOurPalette) 
      SelectPalette(hdc, hSavedPalette, FALSE); 
 
   // Release the device context 
   ReleaseDC(hWnd, hdc); 
 
   return SUCCESS; 
} 

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