--- 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;