mirror of
https://github.com/watercolor-games/shiftos-pong.git
synced 2025-01-22 11:21:48 -05:00
227 lines
8.2 KiB
C#
227 lines
8.2 KiB
C#
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using System;
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using System.Linq;
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using System.Text;
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using Microsoft.Xna.Framework;
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using Plex.Engine.GraphicsSubsystem;
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using Microsoft.Xna.Framework.Graphics;
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namespace Plex.Engine
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{
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public enum WrapMode
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{
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None,
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Words,
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Letters
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}
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/// <summary>
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/// A class for rendering text.
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/// </summary>
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public static class TextRenderer
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{
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private static string WrapLine(SpriteFont font, string text, float maxLineWidth)
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{
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if (string.IsNullOrEmpty(text))
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return text;
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if (font.MeasureString(text).X <= maxLineWidth)
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return text;
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text = text.Trim();
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var sb = new StringBuilder();
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return sb.ToString().TrimEnd();
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}
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/// <summary>
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/// Perform text wrapping on a string of text using the specified <see cref="SpriteFont"/>.
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/// </summary>
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/// <param name="font">The <see cref="SpriteFont"/> representing the font to measure the text in.</param>
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/// <param name="text">The text to wrap.</param>
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/// <param name="maxLineWidth">The maximum width (in pixels) that a line of text can be.</param>
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/// <param name="mode">The type of text wrapping to apply.</param>
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/// <returns>The resulting wrapped text.</returns>
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public static string WrapText(SpriteFont font, string text, float maxLineWidth, WrapMode mode)
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{
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if (string.IsNullOrEmpty(text))
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return text;
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if (font.MeasureString(text).X <= maxLineWidth)
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return text;
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if (mode == WrapMode.Words)
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{
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float spacewidth = font.MeasureString(" ").X;
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if (maxLineWidth < spacewidth)
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return text;
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text = text.Trim().Replace("\r", "");
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string[] lines = text.Split('\n');
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float lineWidth = 0;
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var sb = new StringBuilder();
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foreach (var line in lines)
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{
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lineWidth = 0;
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if (sb.Length>0)
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sb.Append("\n");
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var words = line.Split(' ').ToList();
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for (int i = 0; i < words.Count; i++)
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{
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string word = words[i];
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Vector2 size = font.MeasureString(word);
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if (lineWidth + size.X <= maxLineWidth)
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{
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sb.Append(word + " ");
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lineWidth += size.X + spacewidth;
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}
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else
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{
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if (size.X >= maxLineWidth)
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{
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if (sb.Length>0)
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sb.Append("\n");
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int half = word.Length / 2;
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string first = word.Substring(0, half);
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string second = word.Substring(half);
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words[i] = first;
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words.Insert(i + 1, second);
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i--;
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continue;
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}
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else
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{
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sb.Append("\n" + word + " ");
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lineWidth = size.X + spacewidth;
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}
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}
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}
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}
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return sb.ToString().TrimEnd();
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}
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else
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{
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float lineWidth = 0;
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string newstr = "";
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foreach (char c in text)
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{
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var measure = font.MeasureString(c.ToString());
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if(lineWidth + measure.X > maxLineWidth)
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{
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newstr += "\n";
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lineWidth = 0;
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}
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else
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{
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if (c == '\n')
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{
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lineWidth = 0;
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}
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else
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lineWidth += measure.X;
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}
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newstr += c;
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}
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return newstr;
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}
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}
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/// <summary>
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/// Measure a string of text to get its width and height in pixels.
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/// </summary>
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/// <param name="text">The text to measure</param>
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/// <param name="font">The font to measure with</param>
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/// <param name="maxwidth">The maximum width text can be before it is wrapped</param>
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/// <param name="wrapMode">The wrap mode to use</param>
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/// <returns>The size in pixels of the text.</returns>
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public static Vector2 MeasureText(string text, SpriteFont font, int maxwidth, WrapMode wrapMode)
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{
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if (string.IsNullOrEmpty(text))
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return Vector2.Zero;
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switch (wrapMode)
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{
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case WrapMode.None:
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return font.MeasureString(text);
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default:
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return font.MeasureString(WrapText(font, text, maxwidth, wrapMode));
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}
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}
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/// <summary>
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/// Render a string of text.
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/// </summary>
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/// <param name="gfx">The graphics context to render the text to.</param>
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/// <param name="text">The text to render.</param>
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/// <param name="x">The X coordinate of the text.</param>
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/// <param name="y">The Y coordinate of the text.</param>
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/// <param name="font">The font to render the text in.</param>
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/// <param name="maxwidth">The maximum width text can be before it is wrapped.</param>
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/// <param name="alignment">The alignment of the text.</param>
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/// <param name="wrapMode">The type of text wrapping to use.</param>
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/// <param name="color">The color of the text to render</param>
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public static void DrawText(GraphicsContext gfx, int x, int y, string text, SpriteFont font, Color color, int maxwidth, TextAlignment alignment, WrapMode wrapMode)
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{
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if (string.IsNullOrEmpty(text))
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return;
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string measured = (wrapMode == WrapMode.None) ? text : WrapText(font, text, maxwidth, wrapMode);
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string[] lines = measured.Split('\n');
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for (int i = 0; i < lines.Length; i++)
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{
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var line = lines[i];
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var measure = font.MeasureString(line);
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switch (alignment)
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{
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case TextAlignment.Left:
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gfx.Batch.DrawString(font, line, new Vector2(x, y + (measure.Y * i)), color);
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break;
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case TextAlignment.Center:
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gfx.Batch.DrawString(font, line, new Vector2(x + ((maxwidth-measure.X)/2), y + (measure.Y * i)), color);
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break;
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case TextAlignment.Right:
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gfx.Batch.DrawString(font, line, new Vector2(x + (maxwidth - measure.X), y + (measure.Y * i)), color);
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break;
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}
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}
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}
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}
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/// <summary>
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/// Describes how text should be aligned when rendered.
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/// </summary>
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public enum TextAlignment
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{
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/// <summary>
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/// Text should be aligned to the centre of the render bounds.
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/// </summary>
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Center = 0,
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/// <summary>
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/// Text should be aligned to the left.
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/// </summary>
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Left = 1,
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/// <summary>
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/// Text should be rendered to the right.
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/// </summary>
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Right = 2,
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}
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/// <summary>
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/// Indicates that this <see cref="ATextRenderer"/> should be the default renderer for the game.
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/// </summary>
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[Obsolete("GDI fonts no longer supported.")]
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public class DefaultRenderer : Attribute
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{
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}
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/// <summary>
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/// Indicates that this <see cref="ATextRenderer"/> should be the fallback renderer for the game.
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/// </summary>
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[Obsolete("GDI fonts no longer supported.")]
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public class FallbackRenderer : Attribute
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{
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}
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}
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