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Use integer text position in scroll container, TextEdit and canvas editor, to ensure sharp text rendering.
Use integer font align/advance with any font scaling, to ensure sharp text rendering.
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@@ -2935,7 +2935,7 @@ void CanvasItemEditor::_draw_rulers() {
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// Draw top ruler
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viewport->draw_rect(Rect2(Point2(RULER_WIDTH, 0), Size2(viewport->get_size().x, RULER_WIDTH)), bg_color);
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for (int i = Math::ceil(first.x); i < last.x; i++) {
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Point2 position = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Point2(i, 0));
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Point2 position = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Point2(i, 0)).round();
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if (i % (major_subdivision * minor_subdivision) == 0) {
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viewport->draw_line(Point2(position.x, 0), Point2(position.x, RULER_WIDTH), graduation_color, Math::round(EDSCALE));
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float val = (ruler_transform * major_subdivide * minor_subdivide).xform(Point2(i, 0)).x;
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@@ -2952,7 +2952,7 @@ void CanvasItemEditor::_draw_rulers() {
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// Draw left ruler
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viewport->draw_rect(Rect2(Point2(0, RULER_WIDTH), Size2(RULER_WIDTH, viewport->get_size().y)), bg_color);
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for (int i = Math::ceil(first.y); i < last.y; i++) {
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Point2 position = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Point2(0, i));
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Point2 position = (transform * ruler_transform * major_subdivide * minor_subdivide).xform(Point2(0, i)).round();
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if (i % (major_subdivision * minor_subdivision) == 0) {
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viewport->draw_line(Point2(0, position.y), Point2(RULER_WIDTH, position.y), graduation_color, Math::round(EDSCALE));
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float val = (ruler_transform * major_subdivide * minor_subdivide).xform(Point2(0, i)).y;
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