fix #796
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2e34d91869
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8cfb46caa7
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@ -47,27 +47,42 @@ namespace BizHawk.Bizware.BizwareGL
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public void RenderString(IGuiRenderer renderer, float x, float y, string str)
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{
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float ox = x;
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int len = str.Length;
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for (int i = 0; i < len; i++)
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{
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Cyotek.Drawing.BitmapFont.Character c;
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if (!FontInfo.Characters.TryGetValue(str[i], out c))
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c = FontInfo.Characters[unchecked((char)-1)];
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int c = str[i];
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if (c == '\r')
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{
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if (i != len - 1 && str[i + 1] == '\n')
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i++;
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}
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if (c == '\r') c = '\n';
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if(c == '\n') {
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x = ox;
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y += FontInfo.LineHeight;
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continue;
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}
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Cyotek.Drawing.BitmapFont.Character bfc;
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if (!FontInfo.Characters.TryGetValue((char)c, out bfc))
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bfc = FontInfo.Characters[unchecked((char)-1)];
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//calculate texcoords (we shouldve already had this cached, but im speedcoding now)
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Texture2d tex = TexturePages[c.TexturePage];
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Texture2d tex = TexturePages[bfc.TexturePage];
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float w = tex.Width;
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float h = tex.Height;
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float u0 = c.Bounds.Left / w;
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float v0 = c.Bounds.Top / h;
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float u1 = c.Bounds.Right / w;
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float v1 = c.Bounds.Bottom / h;
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float u0 = bfc.Bounds.Left / w;
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float v0 = bfc.Bounds.Top / h;
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float u1 = bfc.Bounds.Right / w;
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float v1 = bfc.Bounds.Bottom / h;
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float gx = x + c.Offset.X;
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float gy = y + c.Offset.Y;
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renderer.DrawSubrect(tex, gx, gy, c.Bounds.Width, c.Bounds.Height, u0, v0, u1, v1);
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float gx = x + bfc.Offset.X;
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float gy = y + bfc.Offset.Y;
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renderer.DrawSubrect(tex, gx, gy, bfc.Bounds.Width, bfc.Bounds.Height, u0, v0, u1, v1);
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x += c.XAdvance;
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x += bfc.XAdvance;
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}
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}
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