// int height;
int be; // blur edges
int shadow;
+ double frz; // z-axis rotation
glyph_hash_key_t hash_key;
} glyph_info_t;
text_info.glyphs[text_info.length].desc = get_face_descender(render_context.face);
text_info.glyphs[text_info.length].be = render_context.be;
text_info.glyphs[text_info.length].shadow = render_context.shadow;
+ text_info.glyphs[text_info.length].frz = render_context.rotation;
text_info.length++;
}
// rotate glyphs if needed
- if (render_context.rotation != 0.) {
- double angle = render_context.rotation;
+ {
+ double angle = 0.;
FT_Vector center;
FT_Matrix matrix_rotate;
- matrix_rotate.xx = (FT_Fixed)( cos( angle ) * 0x10000L );
- matrix_rotate.xy = (FT_Fixed)( -sin( angle ) * 0x10000L );
- matrix_rotate.yx = (FT_Fixed)( sin( angle ) * 0x10000L );
- matrix_rotate.yy = (FT_Fixed)( cos( angle ) * 0x10000L );
-
if (((render_context.org_x != 0) || (render_context.org_y != 0)) && (render_context.evt_type == EVENT_POSITIONED)) {
center.x = render_context.org_x;
center.y = render_context.org_y;
}
for (i = 0; i < text_info.length; ++i) {
+ FT_Vector start;
+ FT_Vector start_old;
glyph_info_t* info = text_info.glyphs + i;
+ if (info->frz < 0.00001 && info->frz > -0.00001)
+ continue;
+
+ if (info->frz != angle) {
+ angle = info->frz;
+ matrix_rotate.xx = (FT_Fixed)( cos( angle ) * 0x10000L );
+ matrix_rotate.xy = (FT_Fixed)( -sin( angle ) * 0x10000L );
+ matrix_rotate.yx = (FT_Fixed)( sin( angle ) * 0x10000L );
+ matrix_rotate.yy = (FT_Fixed)( cos( angle ) * 0x10000L );
+ }
+
// calculating shift vector
// shift = (position - center)*M - (position - center)
- FT_Vector start;
- FT_Vector start_old;
-
start.x = (info->pos.x + device_x - center.x) << 6;
start.y = - (info->pos.y + device_y - center.y) << 6;
start_old.x = start.x;