GRAPHICS: GUI: Take tab shadow size from theme
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3 changed files with 13 additions and 12 deletions
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@ -1237,7 +1237,7 @@ drawRoundedSquare(int x, int y, int r, int w, int h) {
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template<typename PixelType>
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void VectorRendererSpec<PixelType>::
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drawTab(int x, int y, int r, int w, int h) {
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drawTab(int x, int y, int r, int w, int h, int s) {
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if (x + w > Base::_activeSurface->w || y + h > Base::_activeSurface->h ||
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w <= 0 || h <= 0 || x < 0 || y < 0 || r > w || r > h)
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return;
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@ -1267,12 +1267,12 @@ drawTab(int x, int y, int r, int w, int h) {
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// See the rounded rect alg for how to fix it. (The border should
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// be drawn before the interior, both inside drawTabAlg.)
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if (useClippingVersions) {
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drawTabShadowClip(x, y, w - 2, h, r);
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drawTabShadowClip(x, y, w - 2, h, r, s);
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drawTabAlgClip(x, y, w - 2, h, r, _bgColor, Base::_fillMode);
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if (Base::_strokeWidth)
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drawTabAlgClip(x, y, w, h, r, _fgColor, kFillDisabled, (Base::_dynamicData >> 16), (Base::_dynamicData & 0xFFFF));
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} else {
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drawTabShadow(x, y, w - 2, h, r);
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drawTabShadow(x, y, w - 2, h, r, s);
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drawTabAlg(x, y, w - 2, h, r, _bgColor, Base::_fillMode);
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if (Base::_strokeWidth)
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drawTabAlg(x, y, w, h, r, _fgColor, kFillDisabled, (Base::_dynamicData >> 16), (Base::_dynamicData & 0xFFFF));
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@ -1598,8 +1598,8 @@ drawTabAlgClip(int x1, int y1, int w, int h, int r, PixelType color, VectorRende
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template<typename PixelType>
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void VectorRendererSpec<PixelType>::
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drawTabShadow(int x1, int y1, int w, int h, int r) {
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int offset = 3;
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drawTabShadow(int x1, int y1, int w, int h, int r, int s) {
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int offset = s;
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int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel;
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// "Harder" shadows when having lower BPP, since we will have artifacts (greenish tint on the modern theme)
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@ -1659,8 +1659,8 @@ drawTabShadow(int x1, int y1, int w, int h, int r) {
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template<typename PixelType>
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void VectorRendererSpec<PixelType>::
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drawTabShadowClip(int x1, int y1, int w, int h, int r) {
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int offset = 3;
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drawTabShadowClip(int x1, int y1, int w, int h, int r, int s) {
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int offset = s;
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int pitch = _activeSurface->pitch / _activeSurface->format.bytesPerPixel;
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// "Harder" shadows when having lower BPP, since we will have artifacts (greenish tint on the modern theme)
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