Change: Scale position of font shadow.
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@@ -476,9 +476,10 @@ void Win32FontCache::ClearFontCache()
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GetGlyphOutline(this->dc, key, GGO_GLYPH_INDEX | (aa ? GGO_GRAY8_BITMAP : GGO_BITMAP), &gm, size, bmp, &mat);
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}
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/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel. */
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uint width = std::max(1U, (uint)gm.gmBlackBoxX + (this->fs == FS_NORMAL));
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uint height = std::max(1U, (uint)gm.gmBlackBoxY + (this->fs == FS_NORMAL));
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/* Add 1 scaled pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel. */
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uint shadow = (this->fs == FS_NORMAL) ? ScaleGUITrad(1) : 0;
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uint width = std::max(1U, (uint)gm.gmBlackBoxX + shadow);
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uint height = std::max(1U, (uint)gm.gmBlackBoxY + shadow);
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/* Limit glyph size to prevent overflows later on. */
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if (width > MAX_GLYPH_DIM || height > MAX_GLYPH_DIM) usererror("Font glyph is too large");
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@@ -506,8 +507,8 @@ void Win32FontCache::ClearFontCache()
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for (uint y = 0; y < gm.gmBlackBoxY; y++) {
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for (uint x = 0; x < gm.gmBlackBoxX; x++) {
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if (aa ? (bmp[x + y * pitch] > 0) : HasBit(bmp[(x / 8) + y * pitch], 7 - (x % 8))) {
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sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR;
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sprite.data[1 + x + (1 + y) * sprite.width].a = aa ? (bmp[x + y * pitch] << 2) - 1 : 0xFF;
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sprite.data[shadow + x + (shadow + y) * sprite.width].m = SHADOW_COLOUR;
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sprite.data[shadow + x + (shadow + y) * sprite.width].a = aa ? (bmp[x + y * pitch] << 2) - 1 : 0xFF;
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}
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}
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}
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