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Windows Font Mapping • • 27 minutes to read In this article Ron Gery Microsoft Developer Network Technology Group Created: June 8, 1992 Abstract This article discusses the font mapper in the Microsoft® Windows™ operating system and how it controls the realization of fonts. In the process, the article also looks at what it takes to effectively create a logical font so that the font mapping is predictable and useful.
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Some of the information is specific to Microsoft Windows version 3.1, but most of it applies to both Windows versions 3.0 and 3.1. Introduction An application requests a font by creating and selecting a logical font object.
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In creating the font, the application uses the CreateFont or CreateFontIndirect function to specify a list of attributes that define the font. A detailed explanation of the specific attributes is found in the Microsoft® Windows™ version 3.1 Software Development Kit (SDK) Programmer's Reference, Volume 2: Functions and the Windows version 3.0 SDK Reference, Volume 1. The resulting font object is called a logical font; it defines an idealized font that may or may not be available on a specific output device. When the application selects this logical font into a device context (DC) using the SelectObject function, the font is matched to a physical font, one that can be output by the device. This process is called realization; font mapping is the primary operation of the realization. The goal of the realization is to find a font available for the output device that most closely resembles the logical font.
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Determining this closeness is what font mapping is all about. Note to the squeamish: In the case that the idealized font does not exist, the font mapper in Windows is not perfect, resorting to what it defines as the closest match.
As a result, many disgruntled developers have referred to it with such crafty misnames as 'font mangler' and the like. As with most software, the trick to using the font mapper is to understand how it operates and to work with it, instead of against it. An application can get data about the physical font that is actually realized by using the GetTextMetrics, GetTextFace, and GetOutlineTextMetrics functions. ( GetOutlineTextMetrics is relevant only to TrueType® fonts.) First, select the logical font; then use these functions to get the details on the realized font. Note For the duration of this article, the font's attributes are referenced using their field names as defined in the LOGFONT structure. While this structure is not a parameter to the CreateFont function, that function's parameters map directly to the structure.
Inside the graphics device interface (GDI), all fonts are defined by a LOGFONT structure. The 'Right' Way to Create Fonts The ideal way for an application to create a logical font is to define one whose attributes exactly match those of an existing physical font. This strategy allows the application to control the mapping because it has essentially already chosen the physical font it wants to use. Normally, an application takes this approach by enumerating all of the fonts in the system using the EnumFonts or EnumFontFamilies function, the latter available only in Windows version 3.1. These functions enumerate the fonts by specifying for each physical font a logical font that exactly describes how the system identifies the physical font. Font enumeration, like font realization, is based on a specific physical device identified by a DC. Different devices enumerate a different set of physical fonts, so an enumerated logical font from one device may not exactly match a physical font from another device.