Draws three-dimensional text which is rotated by the amount specified into the target device context using the specified font, color, and style.
#include "l_bitmap.h"
L_LTEFX_API L_INT L_EfxDrawRotated3dText(hDC, pszText, pRect, nAngle, uFlags, nXDepth, nYDepth, crText, crShadow, crHilite, hFont, hdcFore)
Handle to the target device context.
Text string.
Pointer to the display destination rectangle.
Text angle, in tenths of degrees.
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.
Horizontal shadow position.
Vertical shadow position.
COLORREF value that specifies the text color.
COLORREF value that specifies the shadow color.
COLORREF value that specifies the border color.
Handle to the selected font. The font must be TrueType in order to rotate.
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
.
Value | Meaning |
---|---|
SUCCESS | The function was successful. |
< 1 | An error occurred. Refer to Return Codes. |
The font must be TrueType in order to rotate. The rotation point will be calculated from (X, 0).
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.
Windows 2000 / XP/Vista.
This example shows the minimum requirements for using L_EfxDrawRotated3dText.
L_INT EfxDrawRotated3dTextExample(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;
HFONT hFont; // Font to use for the text, must be TrueType
HDC hdcMem; // HDC for foreground image
HBITMAP hbmMem; // Bitmap for foreground image
RECT rcbm;
// Get the device context
hdc = GetDC(hWnd);
// Create the gradient for the foreground of the 3D text
rcbm.top = pDest->top;
rcbm.left = pDest->left;
rcbm.bottom = pDest->bottom;
rcbm.right = pDest->right;
OffsetRect(&rcbm, -pDest->left, -pDest->top);
hdcMem = CreateCompatibleDC(hdc);
hbmMem = CreateCompatibleBitmap(hdc, rcbm.right, rcbm.bottom);
hbmMem = (HBITMAP)SelectObject(hdcMem, hbmMem);
// Place a gradient in the foreground of the 3D text
nRet = L_EfxGradientFillRect(hdcMem, &rcbm, EFX_GRADIENT_LINE_L_TO_R, RGB(255, 0, 0), RGB(0, 0, 255), 16);
if (nRet != SUCCESS)
return nRet;
// Create the font
hFont = CreateFont(-MulDiv(32, GetDeviceCaps(hdc, LOGPIXELSY), 72),
0, 0, 0,
FW_BOLD, FALSE, FALSE, FALSE,
DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS,
DEFAULT_QUALITY,
DEFAULT_PITCH,
TEXT("Arial"));
// 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 Rotated 3D text
nRet = L_EfxDrawRotated3dText(hdc, // device context
TEXT("Rotated 3D Text - LEADTOOLS"),
pDest, // destination rectangle
300, // rotate 30 degrees
// style flags for 3D text
EFX_TEXT_DROPSHADOW | EFX_TEXT_HCENTER | EFX_TEXT_VCENTER,
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,
hdcMem); // use this to 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);
DeleteObject(hFont);
DeleteObject(SelectObject(hdcMem, hbmMem));
DeleteDC(hdcMem);
return SUCCESS;
}
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