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