Bitmap: Prevent one-pixel squeeze
This likely happens because the game doesn't take the shadow into account, and specifies the target rectangle one pixel too narrow.
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@ -1186,7 +1186,9 @@ void Bitmap::drawText(const IntRect &rect, const char *str, int align)
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float squeeze = (float) rect.w / txtSurf->w;
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float squeeze = (float) rect.w / txtSurf->w;
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if (squeeze > 1)
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// If we're off by one pixel, it's likely that some bitmap was allocated
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// without taking the shadow size into account
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if (squeeze > 1 || txtSurf->w - rect.w == 1)
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squeeze = 1;
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squeeze = 1;
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FloatRect posRect(alignX, alignY, txtSurf->w * squeeze, txtSurf->h);
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FloatRect posRect(alignX, alignY, txtSurf->w * squeeze, txtSurf->h);
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