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GUI: Minor cleanup
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@ -77,7 +77,7 @@ inline frac_t fp_sqroot(uint32 x) {
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HELPER MACROS for Bresenham's circle drawing algorithm
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Note the proper spelling on this header.
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*/
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#define BE_ALGORITHM() { \
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#define BE_ALGORITHM() do { \
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if (f >= 0) { \
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y--; \
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ddF_y += 2; \
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@ -87,9 +87,9 @@ inline frac_t fp_sqroot(uint32 x) {
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px += pitch; \
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ddF_x += 2; \
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f += ddF_x + 1; \
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}
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} while(0)
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#define BE_DRAWCIRCLE(ptr1,ptr2,ptr3,ptr4,x,y,px,py) { \
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#define BE_DRAWCIRCLE(ptr1,ptr2,ptr3,ptr4,x,y,px,py) do { \
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*(ptr1 + (y) - (px)) = color; \
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*(ptr1 + (x) - (py)) = color; \
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*(ptr2 - (x) - (py)) = color; \
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@ -98,9 +98,9 @@ inline frac_t fp_sqroot(uint32 x) {
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*(ptr3 - (x) + (py)) = color; \
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*(ptr4 + (x) + (py)) = color; \
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*(ptr4 + (y) + (px)) = color; \
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}
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} while (0)
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#define BE_DRAWCIRCLE_BCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py) { \
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#define BE_DRAWCIRCLE_BCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py) do { \
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*(ptr1 + (y) - (px)) = color1; \
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*(ptr1 + (x) - (py)) = color1; \
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*(ptr2 - (x) - (py)) = color1; \
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@ -109,9 +109,9 @@ inline frac_t fp_sqroot(uint32 x) {
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*(ptr3 - (x) + (py)) = color1; \
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*(ptr4 + (x) + (py)) = color2; \
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*(ptr4 + (y) + (px)) = color2; \
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}
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} while (0)
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#define BE_DRAWCIRCLE_XCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py) { \
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#define BE_DRAWCIRCLE_XCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py) do { \
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*(ptr1 + (y) - (px)) = color1; \
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*(ptr1 + (x) - (py)) = color2; \
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*(ptr2 - (x) - (py)) = color2; \
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@ -120,13 +120,13 @@ inline frac_t fp_sqroot(uint32 x) {
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*(ptr3 - (x) + (py)) = color4; \
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*(ptr4 + (x) + (py)) = color4; \
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*(ptr4 + (y) + (px)) = color3; \
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}
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} while (0)
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#define BE_RESET() { \
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#define BE_RESET() do { \
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f = 1 - r; \
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ddF_x = 0; ddF_y = -2 * r; \
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x = 0; y = r; px = 0; py = pitch * r; \
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}
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} while (0)
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#define TRIANGLE_MAINX() \
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if (error_term >= 0) { \
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@ -151,7 +151,7 @@ inline frac_t fp_sqroot(uint32 x) {
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ptr_left += pitch;
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/** HELPER MACROS for WU's circle drawing algorithm **/
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#define WU_DRAWCIRCLE(ptr1,ptr2,ptr3,ptr4,x,y,px,py,a) { \
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#define WU_DRAWCIRCLE(ptr1,ptr2,ptr3,ptr4,x,y,px,py,a) do { \
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this->blendPixelPtr(ptr1 + (y) - (px), color, a); \
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this->blendPixelPtr(ptr1 + (x) - (py), color, a); \
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this->blendPixelPtr(ptr2 - (x) - (py), color, a); \
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@ -160,11 +160,11 @@ inline frac_t fp_sqroot(uint32 x) {
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this->blendPixelPtr(ptr3 - (x) + (py), color, a); \
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this->blendPixelPtr(ptr4 + (x) + (py), color, a); \
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this->blendPixelPtr(ptr4 + (y) + (px), color, a); \
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}
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} while (0)
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// Color depending on y
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// Note: this is only for the outer pixels
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#define WU_DRAWCIRCLE_XCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py,a) { \
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#define WU_DRAWCIRCLE_XCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py,a) do { \
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this->blendPixelPtr(ptr1 + (y) - (px), color1, a); \
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this->blendPixelPtr(ptr1 + (x) - (py), color2, a); \
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this->blendPixelPtr(ptr2 - (x) - (py), color2, a); \
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@ -173,11 +173,11 @@ inline frac_t fp_sqroot(uint32 x) {
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this->blendPixelPtr(ptr3 - (x) + (py), color4, a); \
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this->blendPixelPtr(ptr4 + (x) + (py), color4, a); \
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this->blendPixelPtr(ptr4 + (y) + (px), color3, a); \
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}
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} while (0)
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// Color depending on corner (tl,tr,bl: color1, br: color2)
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// Note: this is only for the outer pixels
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#define WU_DRAWCIRCLE_BCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py,a) { \
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#define WU_DRAWCIRCLE_BCOLOR(ptr1,ptr2,ptr3,ptr4,x,y,px,py,a) do { \
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this->blendPixelPtr(ptr1 + (y) - (px), color1, a); \
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this->blendPixelPtr(ptr1 + (x) - (py), color1, a); \
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this->blendPixelPtr(ptr2 - (x) - (py), color1, a); \
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@ -186,11 +186,11 @@ inline frac_t fp_sqroot(uint32 x) {
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this->blendPixelPtr(ptr3 - (x) + (py), color1, a); \
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this->blendPixelPtr(ptr4 + (x) + (py), color2, a); \
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this->blendPixelPtr(ptr4 + (y) + (px), color2, a); \
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}
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} while (0)
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// optimized Wu's algorithm
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#define WU_ALGORITHM() { \
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#define WU_ALGORITHM() do { \
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oldT = T; \
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T = fp_sqroot(rsq - y*y) ^ 0xFFFF; \
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py += pitch; \
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@ -199,7 +199,7 @@ inline frac_t fp_sqroot(uint32 x) {
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} \
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a2 = (T >> 8); \
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a1 = ~a2; \
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}
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} while (0)
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namespace Graphics {
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@ -485,18 +485,10 @@ applyScreenShading(GUI::ThemeEngine::ShadingStyle shadingStyle) {
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if (shadingStyle == GUI::ThemeEngine::kShadingDim) {
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int n = (pixels + 7) >> 3;
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switch (pixels % 8) {
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case 0: do {
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*ptr = (*ptr & colorMask) >> 1; ++ptr;
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case 7: *ptr = (*ptr & colorMask) >> 1; ++ptr;
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case 6: *ptr = (*ptr & colorMask) >> 1; ++ptr;
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case 5: *ptr = (*ptr & colorMask) >> 1; ++ptr;
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case 4: *ptr = (*ptr & colorMask) >> 1; ++ptr;
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case 3: *ptr = (*ptr & colorMask) >> 1; ++ptr;
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case 2: *ptr = (*ptr & colorMask) >> 1; ++ptr;
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case 1: *ptr = (*ptr & colorMask) >> 1; ++ptr;
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} while (--n > 0);
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// TODO: Check how this interacts with kFeatureOverlaySupportsAlpha
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for (int i = 0; i < pixels; ++i) {
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*ptr = ((*ptr & colorMask) >> 1) | _alphaMask;
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++ptr;
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}
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} else if (shadingStyle == GUI::ThemeEngine::kShadingLuminance) {
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@ -511,8 +503,8 @@ applyScreenShading(GUI::ThemeEngine::ShadingStyle shadingStyle) {
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template<typename PixelType>
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inline void VectorRendererSpec<PixelType>::
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blendPixelPtr(PixelType *ptr, PixelType color, uint8 alpha) {
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register int idst = *ptr;
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register int isrc = color;
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int idst = *ptr;
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int isrc = color;
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*ptr = (PixelType)(
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(_redMask & ((idst & _redMask) +
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