Fix Direct2D code compilation in non-Unicode build.
DirectWrite GDI interop only works with Unicode LOGFONTW, so use it explicitly instead of LOGFONT which is LOGFONTA in non-Unicode build. git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@77680 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
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@@ -2089,8 +2089,8 @@ wxD2DFontData::wxD2DFontData(wxGraphicsRenderer* renderer, ID2D1Factory* d2dFact
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wxCOMPtr<IDWriteGdiInterop> gdiInterop;
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wxCOMPtr<IDWriteGdiInterop> gdiInterop;
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hr = wxDWriteFactory()->GetGdiInterop(&gdiInterop);
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hr = wxDWriteFactory()->GetGdiInterop(&gdiInterop);
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LOGFONT logfont;
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LOGFONTW logfont;
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GetObject(font.GetHFONT(), sizeof(logfont), &logfont);
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GetObjectW(font.GetHFONT(), sizeof(logfont), &logfont);
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// Ensure the LOGFONT object contains the correct font face name
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// Ensure the LOGFONT object contains the correct font face name
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if (logfont.lfFaceName[0] == '\0')
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if (logfont.lfFaceName[0] == '\0')
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