Support for overbars in bitmap fonts (OpenGL GAL).
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@ -699,6 +699,11 @@ void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
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// Compute text size, so it can be properly justified
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VECTOR2D textSize = computeBitmapTextSize( aText );
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const double SCALE = GetGlyphSize().y / textSize.y * 2.0;
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int tildas = 0;
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bool overbar = false;
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int overbarLength = 0;
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double overbarHeight = textSize.y;
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Save();
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@ -728,10 +733,12 @@ void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
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{
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case GR_TEXT_VJUSTIFY_TOP:
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Translate( VECTOR2D( 0, -textSize.y ) );
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overbarHeight = 0;
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break;
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case GR_TEXT_VJUSTIFY_CENTER:
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Translate( VECTOR2D( 0, -textSize.y / 2.0 ) );
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overbarHeight = 0; //textSize.y;
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break;
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case GR_TEXT_VJUSTIFY_BOTTOM:
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@ -758,15 +765,39 @@ void OPENGL_GAL::BitmapText( const wxString& aText, const VECTOR2D& aPosition,
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wxASSERT_MSG( c != '\n' && c != '\r', wxT( "No support for multiline bitmap text yet" ) );
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// Handle overbar
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if( c == '~' )
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{
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overbar = !overbar;
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++tildas;
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continue;
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}
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else if( tildas > 0 )
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{
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if( tildas % 2 == 1 )
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{
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if( overbar ) // Overbar begins
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overbarLength = 0;
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else if( overbarLength > 0 ) // Overbar finishes
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drawBitmapOverbar( overbarLength, overbarHeight );
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--tildas;
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}
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// Draw tilda characters if there are any remaining
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for( int i = 0; i < tildas / 2; ++i )
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overbarLength += drawBitmapChar( '~' );
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drawBitmapChar( c );
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tildas = 0;
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}
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overbarLength += drawBitmapChar( c );
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}
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// Handle the case when overbar is active till the end of the drawn text
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if( overbar )
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drawBitmapOverbar( overbarLength, overbarHeight );
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Restore();
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}
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@ -1145,55 +1176,120 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
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}
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void OPENGL_GAL::drawBitmapChar( const unsigned long aChar )
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int OPENGL_GAL::drawBitmapChar( unsigned long aChar )
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{
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const float TEX_X = bitmap_font.width;
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const float TEX_Y = bitmap_font.height;
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const bitmap_glyph& glyph = bitmap_chars[aChar];
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const float x = glyph.x;
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const float y = glyph.y;
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const float xoff = glyph.x_off;
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const float yoff = glyph.y_off;
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const float w = glyph.width;
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const float h = glyph.height;
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const bitmap_glyph& GLYPH = bitmap_chars[aChar];
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const float X = GLYPH.x;
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const float Y = GLYPH.y;
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const float XOFF = GLYPH.x_off;
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const float YOFF = GLYPH.y_off;
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const float W = GLYPH.width;
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const float H = GLYPH.height;
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Translate( VECTOR2D( XOFF / 2, 0 ) );
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currentManager->Reserve( 6 );
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Translate( VECTOR2D( xoff / 2, 0 ) );
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currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
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currentManager->Vertex( 0, YOFF, 0 ); // v0
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currentManager->Shader( SHADER_FONT, x / TEX_X, y / TEX_Y );
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currentManager->Vertex( 0, yoff, 0 ); // v0
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currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
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currentManager->Vertex( W, YOFF, 0 ); // v1
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currentManager->Shader( SHADER_FONT, ( x + w ) / TEX_X, y / TEX_Y );
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currentManager->Vertex( w, yoff, 0 ); // v1
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currentManager->Shader( SHADER_FONT, x / TEX_X, ( y + h ) / TEX_Y );
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currentManager->Vertex( 0, yoff + h, 0 ); // v2
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currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
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currentManager->Vertex( 0, YOFF + H, 0 ); // v2
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currentManager->Shader( SHADER_FONT, ( x + w ) / TEX_X, y / TEX_Y );
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currentManager->Vertex( w, yoff, 0 ); // v1
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currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
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currentManager->Vertex( W, YOFF, 0 ); // v1
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currentManager->Shader( SHADER_FONT, x / TEX_X, ( y + h ) / TEX_Y );
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currentManager->Vertex( 0, yoff + h, 0 ); // v2
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currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
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currentManager->Vertex( 0, YOFF + H, 0 ); // v2
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currentManager->Shader( SHADER_FONT, ( x + w ) / TEX_X, ( y + h ) / TEX_Y );
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currentManager->Vertex( w, yoff + h, 0 ); // v3
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currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
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currentManager->Vertex( W, YOFF + H, 0 ); // v3
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Translate( VECTOR2D( w + xoff / 2, 0 ) );
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Translate( VECTOR2D( W + XOFF / 2, 0 ) );
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return GLYPH.width + GLYPH.x_off;
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}
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void OPENGL_GAL::drawBitmapOverbar( double aLength, double aHeight )
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{
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const float TEX_X = bitmap_font.width;
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const float TEX_Y = bitmap_font.height;
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// Margin is to shave off the blurry part of the character
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const int MARGIN = 2;
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// To draw an overbar, simply stretch an underscore character (_)
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const bitmap_glyph& GLYPH = bitmap_chars['_'];
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const float X = GLYPH.x + MARGIN;
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const float Y = GLYPH.y + MARGIN;
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const float W = GLYPH.width - 2 * MARGIN;
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const float H = GLYPH.height - 2 * MARGIN;
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assert( W > 0 && H > 0 );
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Save();
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Translate( VECTOR2D( -aLength, -aHeight ) );
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currentManager->Reserve( 6 );
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currentManager->Shader( SHADER_FONT, X / TEX_X, Y / TEX_Y );
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currentManager->Vertex( 0, 0, 0 ); // v0
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currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
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currentManager->Vertex( aLength, 0 , 0 ); // v1
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currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
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currentManager->Vertex( 0, H + 2 * MARGIN, 0 ); // v2
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currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, Y / TEX_Y );
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currentManager->Vertex( aLength, 0 , 0 ); // v1
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currentManager->Shader( SHADER_FONT, X / TEX_X, ( Y + H ) / TEX_Y );
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currentManager->Vertex( 0, H + 2 * MARGIN, 0 ); // v2
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currentManager->Shader( SHADER_FONT, ( X + W ) / TEX_X, ( Y + H ) / TEX_Y );
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currentManager->Vertex( aLength, H + 2 * MARGIN, 0 ); // v3
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Restore();
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}
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VECTOR2D OPENGL_GAL::computeBitmapTextSize( const wxString& aText ) const
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{
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VECTOR2D textSize( 0, 0 );
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bool wasTilda = false;
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for( unsigned int i = 0; i < aText.length(); ++i )
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{
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const bitmap_glyph& glyph = bitmap_chars[aText[i]];
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textSize.x += ( glyph.x_off + glyph.width );
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textSize.y = std::max( (unsigned int)( textSize.y ), glyph.y_off * 2 + glyph.height );
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// Remove overbar control characters
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if( aText[i] == '~' )
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{
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if( !wasTilda )
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{
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// Only double tildas are counted as characters, so skip it as it might
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// be an overbar control character
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wasTilda = true;
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continue;
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}
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else
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{
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// Double tilda detected, reset the state and process as a normal character
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wasTilda = false;
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}
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}
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const bitmap_glyph& GLYPH = bitmap_chars[aText[i]];
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textSize.x += ( GLYPH.x_off + GLYPH.width );
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textSize.y = std::max( (unsigned int)( textSize.y ), GLYPH.y_off * 2 + GLYPH.height );
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}
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return textSize;
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@ -350,8 +350,20 @@ private:
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* Its main purpose is to be used in BitmapText() function.
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*
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* @param aCharacter is the character to be drawn.
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* @return Width of the drawn glyph.
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*/
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void drawBitmapChar( const unsigned long aChar );
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int drawBitmapChar( unsigned long aChar );
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/**
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* @brief Draws an overbar over the currently drawn text.
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* Its main purpose is to be used in BitmapText() function.
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* This method requires appropriate scaling to be applied (as is done in BitmapText() function).
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* The current X coordinate will be the overbar ending.
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*
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* @param aLength is the width of the overbar.
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* @param aHeight is the height for the overbar.
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*/
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void drawBitmapOverbar( double aLength, double aHeight );
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/**
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* @brief Computes a size of text drawn using bitmap font with current text setting applied.
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