Fix: Shadows of individual character glyphs could be drawn over other characters (#12115)
(cherry picked from commit 555a37930b
)
This commit is contained in:

committed by
Jonathan G Rennison

parent
d3bbb4fb1c
commit
89b6773c93
23
src/gfx.cpp
23
src/gfx.cpp
@@ -610,8 +610,9 @@ static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left,
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const uint shadow_offset = ScaleGUITrad(1);
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const uint shadow_offset = ScaleGUITrad(1);
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/* Draw shadow, then foreground */
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for (bool do_shadow : { true, false }) {
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TextColour colour = TC_BLACK;
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TextColour colour = TC_BLACK;
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bool draw_shadow = false;
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for (int run_index = 0; run_index < line.CountRuns(); run_index++) {
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for (int run_index = 0; run_index < line.CountRuns(); run_index++) {
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const ParagraphLayouter::VisualRun &run = line.GetVisualRun(run_index);
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const ParagraphLayouter::VisualRun &run = line.GetVisualRun(run_index);
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const auto &glyphs = run.GetGlyphs();
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const auto &glyphs = run.GetGlyphs();
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@@ -620,14 +621,13 @@ static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left,
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FontCache *fc = f->fc;
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FontCache *fc = f->fc;
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colour = f->colour;
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colour = f->colour;
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ctx.SetColourRemap(colour);
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if (do_shadow && (!fc->GetDrawGlyphShadow() || (colour & TC_NO_SHADE) != 0 || (colour & ~TC_FORCED) == TC_BLACK)) continue;
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ctx.SetColourRemap(do_shadow ? TC_BLACK : colour);
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DrawPixelInfo *dpi = _cur_dpi;
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DrawPixelInfo *dpi = _cur_dpi;
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int dpi_left = dpi->left;
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int dpi_left = dpi->left;
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int dpi_right = dpi->left + dpi->width - 1;
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int dpi_right = dpi->left + dpi->width - 1;
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draw_shadow = fc->GetDrawGlyphShadow() && (colour & TC_NO_SHADE) == 0 && (colour & ~TC_FORCED) != TC_BLACK;
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for (int i = 0; i < run.GetGlyphCount(); i++) {
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for (int i = 0; i < run.GetGlyphCount(); i++) {
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GlyphID glyph = glyphs[i];
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GlyphID glyph = glyphs[i];
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@@ -645,24 +645,17 @@ static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left,
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/* Check clipping (the "+ 1" is for the shadow). */
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/* Check clipping (the "+ 1" is for the shadow). */
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if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
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if (begin_x + sprite->x_offs > dpi_right || begin_x + sprite->x_offs + sprite->width /* - 1 + 1 */ < dpi_left) continue;
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if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) {
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if (do_shadow && (glyph & SPRITE_GLYPH) != 0) continue;
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ctx.SetColourRemap(TC_BLACK);
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GfxMainBlitter(ctx, sprite, begin_x + shadow_offset, top + shadow_offset, BM_COLOUR_REMAP);
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GfxMainBlitter(ctx, sprite, begin_x + (do_shadow ? shadow_offset : 0), top + (do_shadow ? shadow_offset : 0), BM_COLOUR_REMAP);
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ctx.SetColourRemap(colour);
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}
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GfxMainBlitter(ctx, sprite, begin_x, top, BM_COLOUR_REMAP);
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}
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}
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}
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}
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if (truncation) {
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if (truncation) {
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int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
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int x = (_current_text_dir == TD_RTL) ? left : (right - 3 * dot_width);
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for (int i = 0; i < 3; i++, x += dot_width) {
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for (int i = 0; i < 3; i++, x += dot_width) {
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if (draw_shadow) {
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GfxMainBlitter(ctx, dot_sprite, x + (do_shadow ? shadow_offset : 0), y + (do_shadow ? shadow_offset : 0), BM_COLOUR_REMAP);
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ctx.SetColourRemap(TC_BLACK);
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GfxMainBlitter(ctx, dot_sprite, x + shadow_offset, y + shadow_offset, BM_COLOUR_REMAP);
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ctx.SetColourRemap(colour);
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}
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}
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GfxMainBlitter(ctx, dot_sprite, x, y, BM_COLOUR_REMAP);
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}
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}
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}
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}
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