ok. that's weird. I wonder if I was having non-clean build issues last time I tried messing with this. that could explain why my changing offsets didn't do anything.
--- a/hedgewars/uChat.pas Sun Aug 24 10:43:49 2014 +0400
+++ b/hedgewars/uChat.pas Sun Aug 24 14:51:11 2014 -0400
@@ -90,7 +90,7 @@
dstrect : TSDL_Rect; // destination rectangle for blitting
font : THWFont;
const
- //shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$FF);
+ 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
@@ -116,21 +116,15 @@
// 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;
dstrect.y:= Padding + 1;
// doesn't matter if .w and .h still include padding, SDL_UpperBlit will clip
// create and blit text shadow
-strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), shadowcolor);
+strSurface:= TTF_RenderUTF8_Solid(Fontz[font].Handle, Str2PChar(str), shadowcolor);
SDL_UpperBlit(strSurface, nil, resSurface, @dstrect);
SDL_FreeSurface(strSurface);
-*)
// non-shadow text starts at padding
dstrect.x:= Padding;