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(-)trunk/src/fontcache.cpp (-6 / +6 lines)
Lines 537-542 Link Here
537
537
538
	/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */
538
	/* Add 1 pixel for the shadow on the medium font. Our sprite must be at least 1x1 pixel */
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	int width  = max(1, slot->bitmap.width + (this->fs == FS_NORMAL));
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	unsigned int width  = max(1U, (unsigned int)slot->bitmap.width + (this->fs == FS_NORMAL));
540
	int height = max(1, slot->bitmap.rows  + (this->fs == FS_NORMAL));
540
	unsigned int height = max(1U, (unsigned int)slot->bitmap.rows  + (this->fs == FS_NORMAL));
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	/* Limit glyph size to prevent overflows later on. */
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	/* Limit glyph size to prevent overflows later on. */
Lines 554-559 Link Here
554
	/* Draw shadow for medium size */
554
	/* Draw shadow for medium size */
555
	if (this->fs == FS_NORMAL && !aa) {
555
	if (this->fs == FS_NORMAL && !aa) {
556
		for (int y = 0; y < slot->bitmap.rows; y++) {
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		for (unsigned int y = 0; y < (unsigned int)slot->bitmap.rows; y++) {
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			for (int x = 0; x < slot->bitmap.width; x++) {
557
			for (unsigned int x = 0; x < (unsigned int)slot->bitmap.width; x++) {
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				if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
558
				if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
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					sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR;
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					sprite.data[1 + x + (1 + y) * sprite.width].m = SHADOW_COLOUR;
Lines 564-569 Link Here
564
	}
564
	}
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	for (int y = 0; y < slot->bitmap.rows; y++) {
566
	for (unsigned int y = 0; y < (unsigned int)slot->bitmap.rows; y++) {
567
		for (int x = 0; x < slot->bitmap.width; x++) {
567
		for (unsigned int x = 0; x < (unsigned int)slot->bitmap.width; x++) {
568
			if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
568
			if (aa ? (slot->bitmap.buffer[x + y * slot->bitmap.pitch] > 0) : HasBit(slot->bitmap.buffer[(x / 8) + y * slot->bitmap.pitch], 7 - (x % 8))) {
569
				sprite.data[x + y * sprite.width].m = FACE_COLOUR;
569
				sprite.data[x + y * sprite.width].m = FACE_COLOUR;

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