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Font system refactor, use pre-rendered fonts
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@@ -44,7 +44,7 @@ static const int kScoreOffset = 320;
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static void FBUI_DrawLabels(DrawSurface *surface, const Point &basePoint)
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{
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PortabilityLayer::ResolveCachingColor blackColor(StdColors::Black());
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PortabilityLayer::RenderedFont *rfont = GetSystemFont(12, PortabilityLayer::FontFamilyFlag_Bold, true);
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PortabilityLayer::RenderedFont *rfont = GetFont(PortabilityLayer::FontPresets::kSystem12Bold);
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surface->DrawString(basePoint + Point::Create(kStarsOffset, 0), PSTR("Stars Left"), blackColor, rfont);
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surface->DrawString(basePoint + Point::Create(kGlidersOffset, 0), PSTR("Gliders"), blackColor, rfont);
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@@ -54,7 +54,7 @@ static void FBUI_DrawLabels(DrawSurface *surface, const Point &basePoint)
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static void FBUI_DrawFileDetails(DrawSurface *surface, const Point &basePoint, const Rect &constraintRect, void *fileDetails)
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{
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PortabilityLayer::ResolveCachingColor blackColor(StdColors::Black());
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PortabilityLayer::RenderedFont *rfont = GetApplicationFont(12, PortabilityLayer::FontFamilyFlag_Bold, true);
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PortabilityLayer::RenderedFont *rfont = GetFont(PortabilityLayer::FontPresets::kSystem12Bold);
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const game2Type *gameData = static_cast<const game2Type*>(fileDetails);
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