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cleanup
svn-id: r34643
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@ -22,7 +22,6 @@
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*
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*/
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#include "common/system.h"
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#include "scumm/scumm.h"
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#include "scumm/actor.h"
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@ -577,15 +576,12 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i
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const byte *src = vs->getPixels(x, top);
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int m = _textSurfaceMultiplier;
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byte *dst;
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int vsPitch;
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int pitch = vs->pitch;
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if (_useCJKMode && _textSurfaceMultiplier == 2) {
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dst = _fmtownsBuf;
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scale2x(dst, _screenWidth * m, src, vs->pitch, width, height);
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src = dst;
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scale2x(_fmtownsBuf, _screenWidth * m, src, vs->pitch, width, height);
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src = _fmtownsBuf;
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vsPitch = _screenWidth * m - width * m;
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@ -593,7 +589,6 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i
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vsPitch = vs->pitch - width;
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}
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dst = _compositeBuf;
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if (_game.version < 7) {
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// For The Dig, FT and COMI, we just blit everything to the screen at once.
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@ -613,12 +608,12 @@ void ScummEngine::drawStripToScreen(VirtScreen *vs, int x, int width, int top, i
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// Compose the text over the game graphics
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#ifdef USE_ARM_GFX_ASM
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asmDrawStripToScreen(height, width, text, src, dst, vs->pitch, width, _textSurface.pitch);
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asmDrawStripToScreen(height, width, text, src, _compositeBuf, vs->pitch, width, _textSurface.pitch);
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#else
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// We blit four pixels at a time, for improved performance.
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const uint32 *src32 = (const uint32 *)src;
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const uint32 *text32 = (const uint32 *)text;
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uint32 *dst32 = (uint32 *)dst;
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uint32 *dst32 = (uint32 *)_compositeBuf;
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vsPitch >>= 2;
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const int textPitch = (_textSurface.pitch - width * m) >> 2;
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