text visibility "fix"
authornemo
Mon, 11 Aug 2014 08:31:57 -0400
changeset 10376 e8c933a00f97
parent 10375 6d6adccd0d7d
child 10377 c6d8e7cd6e54
text visibility "fix"
hedgewars/uChat.pas
--- a/hedgewars/uChat.pas	Sun Aug 10 17:03:02 2014 +0200
+++ b/hedgewars/uChat.pas	Mon Aug 11 08:31:57 2014 -0400
@@ -90,7 +90,8 @@
     dstrect   : TSDL_Rect; // destination rectangle for blitting
     font      : THWFont;
 const
-    shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$80);
+    //shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$FF);
+    //shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$80);
     shadowint  = $80 shl AShift;
 begin
 
@@ -115,7 +116,9 @@
 
 // draw background
 SDL_FillRect(resSurface, @dstrect, shadowint);
-
+(*
+So, using Text/Blended + Shadow/Solid or shadow with shadowcolor alpha of FF seemed to make shadow disappear here.
+At least, I didn't see any difference, and no changing of the padding offset let me view it.  Just disabling it.
 // prepare destination rectangle for text shadow
 // start position in texture should have padding; add 1 px as shadow offset
 dstrect.x:= Padding + 1;
@@ -127,6 +130,7 @@
 strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), shadowcolor);
 SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
 SDL_FreeSurface(strSurface);
+*)
 
 // non-shadow text starts at padding
 dstrect.x:= Padding;