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@ -10,7 +10,6 @@
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#include "../../stdafx.h"
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#include "../../debug.h"
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#include "../../blitter/factory.hpp"
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#include "../../core/alloc_func.hpp"
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#include "../../core/math_func.hpp"
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#include "../../core/mem_func.hpp"
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#include "../../error_func.h"
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@ -209,7 +208,7 @@ void Win32FontCache::ClearFontCache()
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if (width > MAX_GLYPH_DIM || height > MAX_GLYPH_DIM) UserError("Font glyph is too large");
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/* Call GetGlyphOutline again with size to actually render the glyph. */
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uint8_t *bmp = new uint8_t[size];
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uint8_t *bmp = this->render_buffer.Allocate(size);
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GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat);
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/* GDI has rendered the glyph, now we allocate a sprite and copy the image into it. */
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@ -259,8 +258,6 @@ void Win32FontCache::ClearFontCache()
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this->SetGlyphPtr(key, &new_glyph);
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delete[] bmp;
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return new_glyph.sprite;
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}
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