]> Dogcows Code - chaz/openbox/blobdiff - render/font.c
Make clang happier
[chaz/openbox] / render / font.c
index 5ccfb8fd2850f6267025b58f57c0a2ec69a5f0ec..cde0d0309bf92a01f6d3c45255df8a427f03360d 100644 (file)
@@ -217,7 +217,7 @@ static inline int font_calculate_baseline(RrFont *f, gint height)
 
 void RrFontDraw(XftDraw *d, RrTextureText *t, RrRect *area)
 {
-    gint x,y,w,h;
+    gint x,y,w;
     XftColor c;
     gint mw;
     PangoRectangle rect;
@@ -240,7 +240,7 @@ void RrFontDraw(XftDraw *d, RrTextureText *t, RrRect *area)
     w = area->width;
     if (t->flow) w = MAX(w, t->maxwidth);
     w -= 4;
-    h = area->height;
+    /* h = area->height; */
 
     if (t->flow)
         ell = PANGO_ELLIPSIZE_NONE;
@@ -258,6 +258,8 @@ void RrFontDraw(XftDraw *d, RrTextureText *t, RrRect *area)
         case RR_ELLIPSIZE_END:
             ell = PANGO_ELLIPSIZE_END;
             break;
+        default:
+            g_assert_not_reached();
         }
     }
 
@@ -285,9 +287,20 @@ void RrFontDraw(XftDraw *d, RrTextureText *t, RrRect *area)
     }
 
     if (t->shadow_offset_x || t->shadow_offset_y) {
-        c.color.red = t->shadow_color->r | t->shadow_color->r << 8;
-        c.color.green = t->shadow_color->g | t->shadow_color->g << 8;
-        c.color.blue = t->shadow_color->b | t->shadow_color->b << 8;
+        /* From nvidia's readme (chapter 23):
+
+           When rendering to a 32-bit window, keep in mind that the X RENDER
+           extension, used by most composite managers, expects "premultiplied
+           alpha" colors. This means that if your color has components (r,g,b)
+           and alpha value a, then you must render (a*r, a*g, a*b, a) into the
+           target window.
+        */
+        c.color.red = (t->shadow_color->r | t->shadow_color->r << 8) *
+            t->shadow_alpha / 255;
+        c.color.green = (t->shadow_color->g | t->shadow_color->g << 8) *
+            t->shadow_alpha / 255;
+        c.color.blue = (t->shadow_color->b | t->shadow_color->b << 8) *
+            t->shadow_alpha / 255;
         c.color.alpha = 0xffff * t->shadow_alpha / 255;
         c.pixel = t->shadow_color->pixel;
 
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