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fix xbrz shadow
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parent
110def5a1e
commit
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@ -20,6 +20,7 @@
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#include "../windows/CMessage.h"
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#include "../renderSDL/SDL_PixelAccess.h"
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#include "../render/IImage.h"
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#include "../render/IScreenHandler.h"
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#include "../render/IRenderHandler.h"
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#include "../render/Canvas.h"
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@ -115,7 +116,8 @@ void CWindowObject::updateShadow()
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void CWindowObject::setShadow(bool on)
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{
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//size of shadow
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static const int size = 8;
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int sizeOriginal = 8;
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int size = sizeOriginal * GH.screenHandler().getScalingFactor();
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if(on == !shadowParts.empty())
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return;
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@ -180,9 +182,9 @@ void CWindowObject::setShadow(bool on)
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//FIXME: do something with this points
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Point shadowStart;
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if (options & BORDERED)
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shadowStart = Point(size - 14, size - 14);
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shadowStart = Point(sizeOriginal - 14, sizeOriginal - 14);
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else
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shadowStart = Point(size, size);
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shadowStart = Point(sizeOriginal, sizeOriginal);
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Point shadowPos;
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if (options & BORDERED)
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@ -198,8 +200,8 @@ void CWindowObject::setShadow(bool on)
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//create base 8x8 piece of shadow
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SDL_Surface * shadowCorner = CSDL_Ext::copySurface(shadowCornerTempl);
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SDL_Surface * shadowBottom = CSDL_Ext::scaleSurface(shadowBottomTempl, fullsize.x - size, size);
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SDL_Surface * shadowRight = CSDL_Ext::scaleSurface(shadowRightTempl, size, fullsize.y - size);
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SDL_Surface * shadowBottom = CSDL_Ext::scaleSurface(shadowBottomTempl, (fullsize.x - sizeOriginal) * GH.screenHandler().getScalingFactor(), size);
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SDL_Surface * shadowRight = CSDL_Ext::scaleSurface(shadowRightTempl, size, (fullsize.y - sizeOriginal) * GH.screenHandler().getScalingFactor());
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blitAlphaCol(shadowBottom, 0);
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blitAlphaRow(shadowRight, 0);
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