Implement font upscaling hack for similar looking web/PC font rendering.
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 0
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#define VERSION_MINOR 2
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#define VERSION_PATCH 1
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#define VERSION_BUILD 3283
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#define VERSION_BUILD 3285
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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@ -61,7 +61,7 @@ story_background_image_location = backgrounds/
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story_player_name = You
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# Dialog font and size.
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dialog_font_size = LessRoundBox,24
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dialog_font_size = LessRoundBox,12
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# Whether or not to show individual data accesses from config data structure.
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debug_access_options = 0
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@ -73,7 +73,7 @@ namespace olc {
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Font(std::string path, int fontSize) : fontSize(fontSize) {
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FT_Error error = FT_New_Face(library, path.c_str(), 0, &fontFace);
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error = FT_Set_Pixel_Sizes(fontFace, 0, fontSize);
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error = FT_Set_Pixel_Sizes(fontFace, 0, fontSize*4);
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}
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Font(const Font &other) = delete;
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@ -114,7 +114,7 @@ namespace olc {
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for (size_t i = 0; i < string.size(); i++) {
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char32_t chr = string[i];
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if(chr=='\r')continue;
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Font *toUse = this;
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FT_UInt chrIndex = GetCharIndex(chr);
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@ -261,7 +261,7 @@ namespace olc {
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public:
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FontRect GetStringBounds(std::u32string string, float angle = 0.0f) {
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FontRect temp=_GetStringBounds(string,angle);
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return {temp.offset/2,{temp.size/2}};
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return {temp.offset/4,{temp.size/4}};
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}
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olc::Sprite *RenderStringToSprite(std::u32string string,
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@ -3345,7 +3345,7 @@ namespace olc
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delete temp;
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}
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temp=font.RenderStringToDecal(sText,col);
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DrawDecal(pos,temp,scale/2,col);
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DrawDecal(pos,temp,scale/4,col);
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}
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void PixelGameEngine::DrawShadowStringDecal(Font&font, const olc::vf2d& pos, const std::u32string& sText, const Pixel col, const Pixel shadowCol, const olc::vf2d& scale,const float shadowSizeFactor){
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@ -3358,11 +3358,11 @@ namespace olc
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for(float y=-shadowSizeFactor;y<=shadowSizeFactor+0.1;y+=shadowSizeFactor/2){
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for(float x=-shadowSizeFactor;x<=shadowSizeFactor+0.1;x+=shadowSizeFactor/2){
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if(x!=0||y!=0){
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DrawDecal(pos+vf2d{x,y},temp,scale/2,shadowCol);
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DrawDecal(pos+vf2d{x,y},temp,scale/4,shadowCol);
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}
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}
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}
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DrawDecal(pos,temp,scale/2,col);
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DrawDecal(pos,temp,scale/4,col);
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}
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void PixelGameEngine::DrawShadowStringPropDecal(const olc::vf2d& pos, const std::string& sText, const Pixel col, const Pixel shadowCol, const olc::vf2d& scale,const float shadowSizeFactor){
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