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@ -2050,15 +2050,6 @@ ImVec2 ImFont::CalcTextSizeA(float size, float max_width, float wrap_width, cons
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return text_size;
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}
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void ImFont::RenderGlyph(ImDrawList* draw_list, ImVec2 pos, ImU32 col, const ImFont::Glyph* glyph) const {
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pos.x = (float)(int)pos.x + DisplayOffset.x;
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pos.y = (float)(int)pos.y + DisplayOffset.y;
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ImVec2 pos_tl(pos.x + glyph->X0, pos.y + glyph->Y0);
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ImVec2 pos_br(pos.x + glyph->X1, pos.y + glyph->Y1);
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draw_list->PrimReserve(6, 4);
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draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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}
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void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col, unsigned short c) const
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{
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if (c == ' ' || c == '\t' || c == '\n' || c == '\r') // Match behavior of RenderText(), those 4 codepoints are hard-coded.
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@ -2068,10 +2059,8 @@ void ImFont::RenderChar(ImDrawList* draw_list, float size, ImVec2 pos, ImU32 col
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float scale = (size >= 0.0f) ? (size / FontSize) : 1.0f;
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pos.x = (float)(int)pos.x + DisplayOffset.x;
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pos.y = (float)(int)pos.y + DisplayOffset.y;
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ImVec2 pos_tl(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale);
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ImVec2 pos_br(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale);
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draw_list->PrimReserve(6, 4);
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draw_list->PrimRectUV(pos_tl, pos_br, ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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draw_list->PrimRectUV(ImVec2(pos.x + glyph->X0 * scale, pos.y + glyph->Y0 * scale), ImVec2(pos.x + glyph->X1 * scale, pos.y + glyph->Y1 * scale), ImVec2(glyph->U0, glyph->V0), ImVec2(glyph->U1, glyph->V1), col);
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}
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}
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