432 |
432 |
433 /* Draw shadow for medium size */ |
433 /* Draw shadow for medium size */ |
434 if (size == FS_NORMAL) { |
434 if (size == FS_NORMAL) { |
435 for (y = 0; y < slot->bitmap.rows; y++) { |
435 for (y = 0; y < slot->bitmap.rows; y++) { |
436 for (x = 0; x < slot->bitmap.width; x++) { |
436 for (x = 0; x < slot->bitmap.width; x++) { |
437 if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { |
437 if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { |
438 sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR; |
438 sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR; |
439 sprite.data[1 + x + (1 + y) * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF; |
439 sprite.data[1 + x + (1 + y) * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF; |
440 } |
440 } |
441 } |
441 } |
442 } |
442 } |
443 } |
443 } |
444 |
444 |
445 for (y = 0; y < slot->bitmap.rows; y++) { |
445 for (y = 0; y < slot->bitmap.rows; y++) { |
446 for (x = 0; x < slot->bitmap.width; x++) { |
446 for (x = 0; x < slot->bitmap.width; x++) { |
447 if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HASBIT(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { |
447 if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) { |
448 sprite.data[x + y * sprite.width].m = FACE_COLOUR; |
448 sprite.data[x + y * sprite.width].m = FACE_COLOUR; |
449 sprite.data[x + y * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF; |
449 sprite.data[x + y * sprite.width].a = aa ? slot->bitmap.buffer[x + y * slot->bitmap.pitch] : 0xFF; |
450 } |
450 } |
451 } |
451 } |
452 } |
452 } |