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Split the atlas into three, well two, but two different cases for the fonts.
Platforms that can use OS fonts don't need font_atlas.zim but they do need ascii font for debug, so does use asciifont_atlas.zim.
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@@ -949,9 +949,13 @@ bool NativeInitGraphics(GraphicsContext *graphicsContext) {
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return false;
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}
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// Load any missing atlas.
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// Load any missing atlas metadata (the images are loaded from UIContext).
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LoadAtlasMetadata(g_ui_atlas, "ui_atlas.meta", true);
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#if !(PPSSPP_PLATFORM(WINDOWS) || PPSSPP_PLATFORM(ANDROID))
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LoadAtlasMetadata(g_font_atlas, "font_atlas.meta", g_ui_atlas.num_fonts == 0);
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#else
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LoadAtlasMetadata(g_font_atlas, "asciifont_atlas.meta", g_ui_atlas.num_fonts == 0);
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#endif
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ui_draw2d.SetAtlas(&g_ui_atlas);
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ui_draw2d.SetFontAtlas(&g_font_atlas);
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@@ -1213,13 +1217,11 @@ void NativeRender(GraphicsContext *graphicsContext) {
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// Modifying the bounds here can be used to "inset" the whole image to gain borders for TV overscan etc.
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// The UI now supports any offset but not the EmuScreen yet.
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uiContext->SetBounds(Bounds(0, 0, dp_xres, dp_yres));
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// uiContext->SetBounds(Bounds(dp_xres/2, 0, dp_xres / 2, dp_yres / 2));
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// OSX 10.6 and SDL 1.2 bug.
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#if defined(__APPLE__) && !defined(USING_QT_UI)
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static int dp_xres_old = dp_xres;
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if (dp_xres != dp_xres_old) {
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// uiTexture->Load("ui_atlas.zim");
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dp_xres_old = dp_xres;
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}
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#endif
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