Moved to OpenTK.Graphics.Text namespace, along with the rest of the text printing stuff.
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Source/Utilities/Graphics/Text/CachedGlyphInfo.cs
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Source/Utilities/Graphics/Text/CachedGlyphInfo.cs
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#region License
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//
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// The Open Toolkit Library License
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//
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// Copyright (c) 2006 - 2008 the Open Toolkit library, except where noted.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights to
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// use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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// the Software, and to permit persons to whom the Software is furnished to do
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// so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in all
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// copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
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// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
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// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
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// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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// OTHER DEALINGS IN THE SOFTWARE.
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//
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Drawing;
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namespace OpenTK.Graphics.Text
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{
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struct CachedGlyphInfo
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{
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public readonly Texture2D Texture;
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public readonly RectangleF RectangleNormalized;
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public Rectangle Rectangle
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{
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get
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{
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return new Rectangle(
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(int)(RectangleNormalized.X * Texture.Width),
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(int)(RectangleNormalized.Y * Texture.Height),
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(int)(RectangleNormalized.Width * Texture.Width),
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(int)(RectangleNormalized.Height * Texture.Height));
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}
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}
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// Rect denotes the absolute position of the glyph in the texture [0, Texture.Width], [0, Texture.Height].
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public CachedGlyphInfo(Texture2D texture, Rectangle rect)
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{
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Texture = texture;
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RectangleNormalized = new RectangleF(
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rect.X / (float)texture.Width,
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rect.Y / (float)texture.Height,
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rect.Width / (float)texture.Width,
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rect.Height / (float)texture.Height);
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}
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}
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}
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