big pile of Render refactoring
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@@ -19,12 +19,10 @@ namespace OpenRA.Graphics
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{
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public class SpriteFont
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{
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Renderer renderer;
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int size;
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public SpriteFont(Renderer r, string name, int size)
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public SpriteFont(string name, int size)
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{
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this.renderer = r;
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this.size = size;
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if (0 != FT.FT_New_Face(library, name, 0, out face))
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@@ -34,7 +32,7 @@ namespace OpenRA.Graphics
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glyphs = new Cache<Pair<char, Color>, GlyphInfo>(CreateGlyph);
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// setup a 1-channel SheetBuilder for our private use
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if (builder == null) builder = new SheetBuilder(r, TextureChannel.Alpha);
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if (builder == null) builder = new SheetBuilder(TextureChannel.Alpha);
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PrecacheColor(Color.White);
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PrecacheColor(Color.Red);
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@@ -63,7 +61,7 @@ namespace OpenRA.Graphics
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}
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var g = glyphs[Pair.New(s, c)];
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renderer.RgbaSpriteRenderer.DrawSprite(g.Sprite,
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Game.Renderer.RgbaSpriteRenderer.DrawSprite(g.Sprite,
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new float2(
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(int)Math.Round(p.X + g.Offset.X, 0),
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p.Y + g.Offset.Y),
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