mirror of https://github.com/OpenTTD/OpenTTD.git
Change: Scale position of font shadow.
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dd90d79e7b
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062ea68422
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@ -237,9 +237,10 @@ const Sprite *FreeTypeFontCache::InternalGetGlyph(GlyphID key, bool aa)
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/* Despite requesting a normal glyph, FreeType may have returned a bitmap */
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aa = (slot->bitmap.pixel_mode == FT_PIXEL_MODE_GRAY);
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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)slot->bitmap.width + (this->fs == FS_NORMAL));
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uint height = std::max(1U, (uint)slot->bitmap.rows + (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)slot->bitmap.width + shadow);
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uint height = std::max(1U, (uint)slot->bitmap.rows + 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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@ -259,8 +260,8 @@ const Sprite *FreeTypeFontCache::InternalGetGlyph(GlyphID key, bool aa)
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for (uint y = 0; y < (uint)slot->bitmap.rows; y++) {
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for (uint x = 0; x < (uint)slot->bitmap.width; x++) {
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if (HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.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 = 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 = 0xFF;
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}
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}
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}
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@ -564,6 +564,8 @@ static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left,
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NOT_REACHED();
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}
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const uint shadow_offset = ScaleGUITrad(1);
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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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@ -599,7 +601,7 @@ static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left,
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if (draw_shadow && (glyph & SPRITE_GLYPH) == 0) {
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SetColourRemap(TC_BLACK);
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GfxMainBlitter(sprite, begin_x + 1, top + 1, BM_COLOUR_REMAP);
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GfxMainBlitter(sprite, begin_x + shadow_offset, top + shadow_offset, BM_COLOUR_REMAP);
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SetColourRemap(colour);
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}
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GfxMainBlitter(sprite, begin_x, top, BM_COLOUR_REMAP);
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@ -611,7 +613,7 @@ static int DrawLayoutLine(const ParagraphLayouter::Line &line, int y, int left,
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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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SetColourRemap(TC_BLACK);
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GfxMainBlitter(dot_sprite, x + 1, y + 1, BM_COLOUR_REMAP);
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GfxMainBlitter(dot_sprite, x + shadow_offset, y + shadow_offset, BM_COLOUR_REMAP);
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SetColourRemap(colour);
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}
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GfxMainBlitter(dot_sprite, x, y, BM_COLOUR_REMAP);
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@ -276,9 +276,10 @@ const Sprite *CoreTextFontCache::InternalGetGlyph(GlyphID key, bool use_aa)
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uint bb_width = (uint)std::ceil(bounds.size.width) + 1; // Sometimes the glyph bounds are too tight and cut of the last pixel after rounding.
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uint bb_height = (uint)std::ceil(bounds.size.height);
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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, bb_width + (this->fs == FS_NORMAL ? 1 : 0));
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uint height = std::max(1U, bb_height + (this->fs == FS_NORMAL ? 1 : 0));
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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, bb_width + shadow);
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uint height = std::max(1U, bb_height + 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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@ -314,8 +315,8 @@ const Sprite *CoreTextFontCache::InternalGetGlyph(GlyphID key, bool use_aa)
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for (uint y = 0; y < bb_height; y++) {
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for (uint x = 0; x < bb_width; x++) {
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if (bmp[y * pitch + x] > 0) {
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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 = use_aa ? bmp[x + y * pitch] : 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 = use_aa ? bmp[x + y * pitch] : 0xFF;
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}
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}
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}
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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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