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UI: Draw actual, not aligned, text width.
No need to overdraw.
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@ -305,10 +305,12 @@ void TextDrawerWin32::DrawString(DrawBuffer &target, const char *str, float x, f
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draw_->BindTexture(0, entry->texture);
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// Okay, the texture is bound, let's draw.
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float w = entry->bmWidth * fontScaleX_ * dpiScale_;
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float h = entry->bmHeight * fontScaleY_ * dpiScale_;
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float w = entry->width * fontScaleX_ * dpiScale_;
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float h = entry->height * fontScaleY_ * dpiScale_;
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float u = entry->width / (float)entry->bmWidth;
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float v = entry->height / (float)entry->bmHeight;
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DrawBuffer::DoAlign(align, &x, &y, &w, &h);
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target.DrawTexRect(x, y, x + w, y + h, 0.0f, 0.0f, 1.0f, 1.0f, color);
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target.DrawTexRect(x, y, x + w, y + h, 0.0f, 0.0f, u, v, color);
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target.Flush(true);
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}
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@ -383,4 +385,4 @@ void TextDrawerWin32::OncePerFrame() {
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}
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}
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#endif
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#endif
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