v0.9.3: fixed some tab/space issues in font rendering code
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@ -124,29 +124,29 @@ public class BitmapText extends Visual {
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float w = font.width( rect );
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float h = font.height( rect );
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vertices[0] = width;
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vertices[1] = 0;
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vertices[0] = width;
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vertices[1] = 0;
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vertices[2] = rect.left;
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vertices[3] = rect.top;
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vertices[2] = rect.left;
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vertices[3] = rect.top;
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vertices[4] = width + w;
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vertices[5] = 0;
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vertices[4] = width + w;
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vertices[5] = 0;
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vertices[6] = rect.right;
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vertices[7] = rect.top;
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vertices[6] = rect.right;
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vertices[7] = rect.top;
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vertices[8] = width + w;
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vertices[9] = h;
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vertices[8] = width + w;
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vertices[9] = h;
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vertices[10] = rect.right;
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vertices[11] = rect.bottom;
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vertices[10] = rect.right;
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vertices[11] = rect.bottom;
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vertices[12] = width;
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vertices[13] = h;
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vertices[12] = width;
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vertices[13] = h;
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vertices[14] = rect.left;
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vertices[15] = rect.bottom;
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vertices[14] = rect.left;
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vertices[15] = rect.bottom;
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quads.put( vertices );
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realLength++;
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@ -139,14 +139,15 @@ public class RenderedText extends Image {
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//implements regular PD rendering within a libGDX batch so that our rendering logic
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//can interface with the freetype font generator
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//some copypasta from BitmapText here
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private static class TextRenderBatch implements Batch {
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//this isn't as good as only updating once, like with bitmaptext
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//this isn't as good as only updating once, like with BitmapText
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// but it skips almost all allocations, which is almost as good
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private static RenderedText textBeingRendered = null;
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private static float[] vertices = new float[16];
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private static HashMap<Integer, FloatBuffer> buffers = new HashMap<>();
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@Override
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public void draw(Texture texture, float[] spriteVertices, int offset, int count) {
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Visual v = textBeingRendered;
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@ -162,29 +163,29 @@ public class RenderedText extends Image {
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for (int i = 0; i < count; i += 20){
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vertices[0] = spriteVertices[i+0];
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vertices[1] = spriteVertices[i+1];
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vertices[0] = spriteVertices[i+0];
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vertices[1] = spriteVertices[i+1];
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vertices[2] = spriteVertices[i+3];
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vertices[3] = spriteVertices[i+4];
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vertices[2] = spriteVertices[i+3];
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vertices[3] = spriteVertices[i+4];
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vertices[4] = spriteVertices[i+5];
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vertices[5] = spriteVertices[i+6];
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vertices[4] = spriteVertices[i+5];
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vertices[5] = spriteVertices[i+6];
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vertices[6] = spriteVertices[i+8];
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vertices[7] = spriteVertices[i+9];
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vertices[6] = spriteVertices[i+8];
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vertices[7] = spriteVertices[i+9];
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vertices[8] = spriteVertices[i+10];
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vertices[9] = spriteVertices[i+11];
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vertices[8] = spriteVertices[i+10];
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vertices[9] = spriteVertices[i+11];
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vertices[10] = spriteVertices[i+13];
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vertices[11] = spriteVertices[i+14];
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vertices[10] = spriteVertices[i+13];
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vertices[11] = spriteVertices[i+14];
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vertices[12] = spriteVertices[i+15];
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vertices[13] = spriteVertices[i+16];
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vertices[12] = spriteVertices[i+15];
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vertices[13] = spriteVertices[i+16];
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vertices[14] = spriteVertices[i+18];
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vertices[15] = spriteVertices[i+19];
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vertices[14] = spriteVertices[i+18];
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vertices[15] = spriteVertices[i+19];
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toOpenGL.put(vertices);
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