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only leave generic font test comparison wiggle room for KNI, and make it 10%
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1 changed files with 6 additions and 2 deletions
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@ -124,8 +124,12 @@ public class FontTests : GameTestFixture {
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var spriteFont = ((GenericSpriteFont) this.Font).Font.MeasureString(s);
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var spriteFont = ((GenericSpriteFont) this.Font).Font.MeasureString(s);
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var genericFont = this.Font.MeasureString(s);
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var genericFont = this.Font.MeasureString(s);
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Assert.AreEqual(spriteFont.X, genericFont.X);
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Assert.AreEqual(spriteFont.X, genericFont.X);
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// we leave a bit of room for the Y value since sprite fonts sometimes increase line height for specific characters, which generic fonts don't
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Assert.AreEqual(spriteFont.Y, genericFont.Y
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Assert.AreEqual(spriteFont.Y, genericFont.Y, 10);
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#if KNI
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// we leave a bit of room for the Y value since KNI's sprite fonts sometimes increase line height for specific characters, which generic fonts don't
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, spriteFont.Y / 10
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#endif
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);
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}
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}
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CompareSizes("This is a very simple test string");
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CompareSizes("This is a very simple test string");
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