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SWORD25: Remove unneeded use of Graphics::ColorMasks
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@ -37,8 +37,6 @@
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#include "sword25/gfx/image/vectorimage.h"
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#include "sword25/gfx/image/renderedimage.h"
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#include "graphics/colormasks.h"
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namespace Sword25 {
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#define BEZSMOOTHNESS 0.5
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@ -291,7 +289,7 @@ VectorImage::VectorImage(const byte *pFileData, uint fileSize, bool &success, co
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r = bs.getByte();
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g = bs.getByte();
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b = bs.getByte();
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_bgColor = Graphics::ARGBToColor<Graphics::ColorMasks<8888> >(0xff, r, g, b);
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_bgColor = BS_RGB(r, g, b);
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}
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break;
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default:
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@ -546,7 +544,7 @@ bool VectorImage::parseStyles(uint shapeType, SWFBitStream &bs, uint &numFillBit
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if (shapeType == 3)
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a = bs.getByte();
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color = Graphics::ARGBToColor<Graphics::ColorMasks<8888> >(a, r, g, b);
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color = BS_ARGB(a, r, g, b);
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if (type != 0)
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return false;
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@ -575,7 +573,7 @@ bool VectorImage::parseStyles(uint shapeType, SWFBitStream &bs, uint &numFillBit
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if (shapeType == 3)
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a = bs.getByte();
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color = Graphics::ARGBToColor<Graphics::ColorMasks<8888> >(a, r, g, b);
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color = BS_ARGB(a, r, g, b);
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_elements.back()._lineStyles.push_back(VectorImageElement::LineStyleType(width, color));
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}
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@ -40,7 +40,6 @@
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#include "sword25/gfx/image/art.h"
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#include "sword25/gfx/image/vectorimage.h"
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#include "graphics/colormasks.h"
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namespace Sword25 {
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@ -51,7 +50,7 @@ void art_rgb_fill_run1(byte *buf, byte r, byte g, byte b, int n) {
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memset(buf, g, n + n + n + n);
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} else {
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uint32 *alt = (uint32 *)buf;
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uint32 color = Graphics::ARGBToColor<Graphics::ColorMasks<8888> >(r, g, b, 0xff);
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uint32 color = BS_ARGB(r, g, b, 0xff);
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for (i = 0; i < n; i++)
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*alt++ = color;
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@ -225,19 +224,16 @@ void art_rgb_svp_alpha1(const ArtSVP *svp,
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uint32 color,
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byte *buf, int rowstride) {
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ArtRgbSVPAlphaData data;
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byte r, g, b, alpha;
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int i;
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int a, da;
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Graphics::colorToARGB<Graphics::ColorMasks<8888> >(color, alpha, r, g, b);
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data.r = r;
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data.g = g;
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data.b = b;
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data.alpha = alpha;
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data.r = (color >> 16) & 0xFF;
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data.g = (color >> 8) & 0xFF;
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data.b = (color >> 0) & 0xFF;
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data.alpha = (color >> 24) & 0xFF;
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a = 0x8000;
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da = (alpha * 66051 + 0x80) >> 8; /* 66051 equals 2 ^ 32 / (255 * 255) */
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da = (data.alpha * 66051 + 0x80) >> 8; /* 66051 equals 2 ^ 32 / (255 * 255) */
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for (i = 0; i < 256; i++) {
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data.alphatab[i] = a >> 16;
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@ -248,7 +244,7 @@ void art_rgb_svp_alpha1(const ArtSVP *svp,
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data.rowstride = rowstride;
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data.x0 = x0;
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data.x1 = x1;
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if (alpha == 255)
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if (data.alpha == 255)
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art_svp_render_aa(svp, x0, y0, x1, y1, art_rgb_svp_alpha_opaque_callback1, &data);
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else
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art_svp_render_aa(svp, x0, y0, x1, y1, art_rgb_svp_alpha_callback1, &data);
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@ -357,7 +353,7 @@ void drawBez(ArtBpath *bez1, ArtBpath *bez2, byte *buffer, int width, int height
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// HACK: Some frames have green bounding boxes drawn.
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// Perhaps they were used by original game artist Umriss
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// We skip them just like the original
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if (bez2 == 0 && color == Graphics::ARGBToColor<Graphics::ColorMasks<8888> >(0xff, 0x00, 0xff, 0x00)) {
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if (bez2 == 0 && color == BS_RGB(0x00, 0xff, 0x00)) {
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return;
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}
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