Use one UI drop shadow for text and atlas images, fix Windows build

Text and the SVG button images are mixed on screen, so they now share
UIDropShadowParams (3 UI units of blur, 0.66 intensity, no offset, the
atlas's existing look) instead of the text having its own.

draw_text.cpp included <windows.h> directly, whose min/max macros broke
the std::max calls added here. Include CommonWindows.h instead.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
Henrik RydgårdandClaude Opus 5.5 committed 2026-10-23 12:32:25 +02:00
1 parent fcfac13643
commit dea182f1d8
7 files changed
+24 -24

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@@ -401,7 +401,7 @@ static bool GenerateUIAtlasImage(Atlas *atlas, float dpiScale, Image *dest, int
if (!images[i].IsEmpty()) {
if (imageIDs[i].addShadow) {
// DEBUG_LOG(Log::G3D, "Adding drop shadow to %.*s", STR_VIEW(imageIDs[i].id));
AddDropShadow(images[i], 3, 0.66f);
AddDropShadow(images[i], UIDropShadowParams(images[i].scale));
} else {
// Make sure there are transparent pixels to filter from.
Add1PxTransparentBorder(images[i]);