diff --git a/src/bubble.rs b/src/bubble.rs index b22a762..e0add90 100644 --- a/src/bubble.rs +++ b/src/bubble.rs @@ -1226,6 +1226,19 @@ fn copy_pixmap_to_dib(pixmap: &Pixmap, dst: &mut [u32]) { } } +/// Re-stamp the alpha byte of every DIB pixel from the source `Pixmap`. Used +/// after GDI text rendering, which writes RGB but leaves the BI_RGB DIB's +/// "reserved" alpha byte at zero — making glyph pixels appear transparent +/// when `UpdateLayeredWindow` composites with `AC_SRC_ALPHA`. +fn restore_alpha_from_pixmap(pixmap: &Pixmap, dst: &mut [u32]) { + let src = pixmap.data(); + let pixel_count = (pixmap.width() * pixmap.height()) as usize; + for i in 0..pixel_count { + let a = src[i * 4 + 3] as u32; + dst[i] = (dst[i] & 0x00FF_FFFF) | (a << 24); + } +} + fn measure_text_w(hdc: HDC, text: &str, font_height_px: i32) -> i32 { use windows::Win32::Foundation::SIZE; let font_name = wide_str("Segoe UI"); @@ -1326,12 +1339,25 @@ fn render(hwnd: HWND) { // Paint shape via tiny-skia (AA), then copy into the DIB. GDI text // overlays on top of the resulting bitmap. - if let Some(pixmap) = paint_bubble_pixmap(&layout, &inputs) { - copy_pixmap_to_dib(&pixmap, pixels); + let pixmap_opt = paint_bubble_pixmap(&layout, &inputs); + if let Some(ref pixmap) = pixmap_opt { + copy_pixmap_to_dib(pixmap, pixels); } else { pixels.fill(0); } paint_bubble_text(mem_dc, &layout, &inputs); + // GDI text writes RGB into the 32bpp BI_RGB DIB but does not preserve + // the alpha byte (per the BITMAPINFOHEADER contract: byte 3 is + // "reserved/0" for BI_RGB). UpdateLayeredWindow with AC_SRC_ALPHA then + // reads those zeroed alpha bytes and paints the glyph pixels as fully + // transparent — desktop bleeds through. Fix: re-stamp the alpha + // channel from the tiny-skia Pixmap we still have in scope. This + // preserves the AA alpha on the stadium's curved perimeter and forces + // glyph pixels back to the opacity tiny-skia computed for that + // location (255 in the interior, 0 outside). + if let Some(ref pixmap) = pixmap_opt { + restore_alpha_from_pixmap(pixmap, pixels); + } let mut wr = RECT::default(); let _ = GetWindowRect(hwnd, &mut wr);