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match MxTransitionManager::MosaicTransition() (#658)
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1 changed files with 75 additions and 75 deletions
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@ -258,99 +258,99 @@ void MxTransitionManager::MosaicTransition()
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EndTransition(TRUE);
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return;
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}
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else {
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if (m_animationTimer == 0) {
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if (m_animationTimer == 0) {
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// Same init/shuffle steps as the dissolve transition, except that
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// we are using big blocky pixels and only need 64 columns.
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MxS32 i;
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for (i = 0; i < 64; i++) {
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m_columnOrder[i] = i;
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}
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for (i = 0; i < 64; i++) {
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MxS32 swap = rand() % 64;
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MxU16 t = m_columnOrder[i];
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m_columnOrder[i] = m_columnOrder[swap];
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m_columnOrder[swap] = t;
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}
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// The same is true here. We only need 48 rows.
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for (i = 0; i < 48; i++) {
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m_randomShift[i] = rand() % 64;
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}
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}
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// Run one tick of the animation
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DDSURFACEDESC ddsd;
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memset(&ddsd, 0, sizeof(ddsd));
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ddsd.dwSize = sizeof(ddsd);
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HRESULT res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL);
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if (res == DDERR_SURFACELOST) {
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m_ddSurface->Restore();
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res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL);
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}
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if (res == DD_OK) {
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SubmitCopyRect(&ddsd);
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for (MxS32 col = 0; col < 64; col++) {
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// Select 4 columns on each tick
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if (m_animationTimer * 4 > m_columnOrder[col]) {
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continue;
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// Same init/shuffle steps as the dissolve transition, except that
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// we are using big blocky pixels and only need 64 columns.
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MxS32 i;
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for (i = 0; i < 64; i++) {
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m_columnOrder[i] = i;
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}
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if (m_animationTimer * 4 + 3 < m_columnOrder[col]) {
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continue;
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for (i = 0; i < 64; i++) {
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MxS32 swap = rand() % 64;
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MxU16 t = m_columnOrder[i];
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m_columnOrder[i] = m_columnOrder[swap];
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m_columnOrder[swap] = t;
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}
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for (MxS32 row = 0; row < 48; row++) {
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// To do the pixelation, we subdivide the 640x480 surface into
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// 10x10 pixel blocks. At the chosen block, we sample the top-leftmost
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// color and set the other 99 pixels to that value.
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// The same is true here. We only need 48 rows.
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for (i = 0; i < 48; i++) {
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m_randomShift[i] = rand() % 64;
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}
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}
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// First, get the offset of the 10x10 block that we will sample for this row.
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MxS32 xShift = 10 * ((m_randomShift[row] + col) % 64);
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// Run one tick of the animation
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DDSURFACEDESC ddsd;
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memset(&ddsd, 0, sizeof(ddsd));
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ddsd.dwSize = sizeof(ddsd);
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// Combine xShift with this value to target the correct location in the buffer.
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MxS32 bytesPerPixel = ddsd.ddpfPixelFormat.dwRGBBitCount / 8;
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HRESULT res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL);
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if (res == DDERR_SURFACELOST) {
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m_ddSurface->Restore();
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res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL);
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}
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// Seek to the sample position.
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MxU8* source = (MxU8*) ddsd.lpSurface + 10 * row * ddsd.lPitch + bytesPerPixel * xShift;
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if (res == DD_OK) {
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SubmitCopyRect(&ddsd);
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// Sample byte or word depending on display mode.
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MxU32 sample = bytesPerPixel == 1 ? *source : *(MxU16*) source;
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for (MxS32 col = 0; col < 64; col++) {
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// Select 4 columns on each tick
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if (m_animationTimer * 4 > m_columnOrder[col]) {
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continue;
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}
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// For each of the 10 rows in the 10x10 square:
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for (MxS32 k = 10 * row; k < 10 * row + 10; k++) {
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if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
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MxU8* pos = (MxU8*) ddsd.lpSurface + k * ddsd.lPitch + xShift;
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if (m_animationTimer * 4 + 3 < m_columnOrder[col]) {
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continue;
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}
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for (MxS32 tt = 0; tt < 10; tt++) {
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pos[tt] = sample;
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for (MxS32 row = 0; row < 48; row++) {
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// To do the mosaic effect, we subdivide the 640x480 surface into
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// 10x10 pixel blocks. At the chosen block, we sample the top-leftmost
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// color and set the other 99 pixels to that value.
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// First, get the offset of the 10x10 block that we will sample for this row.
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MxS32 xShift = 10 * ((m_randomShift[row] + col) % 64);
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// Combine xShift with this value to target the correct location in the buffer.
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MxS32 bytesPerPixel = ddsd.ddpfPixelFormat.dwRGBBitCount / 8;
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// Seek to the sample position.
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MxU8* source = (MxU8*) ddsd.lpSurface + 10 * row * ddsd.lPitch + bytesPerPixel * xShift;
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// Sample byte or word depending on display mode.
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MxU32 sample = bytesPerPixel == 1 ? *source : *(MxU16*) source;
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// For each of the 10 rows in the 10x10 square:
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for (MxS32 k = 10 * row; k < 10 * row + 10; k++) {
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if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
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// Optimization: If the pixel is only one byte, we can use memset
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MxU16* pos = (MxU16*) ((MxU8*) ddsd.lpSurface + k * ddsd.lPitch + xShift);
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memset(pos, sample, 10);
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}
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}
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else {
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// Need to double xShift because it measures pixels not bytes
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MxU16* pos = (MxU16*) ((MxU8*) ddsd.lpSurface + k * ddsd.lPitch + 2 * xShift);
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else {
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// Need to double xShift because it measures pixels not bytes
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MxU16* pos = (MxU16*) ((MxU8*) ddsd.lpSurface + k * ddsd.lPitch + 2 * xShift);
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for (MxS32 tt = 0; tt < 10; tt++) {
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pos[tt] = sample;
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for (MxS32 tt = 0; tt < 10; tt++) {
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pos[tt] = sample;
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}
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}
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}
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}
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}
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SetupCopyRect(&ddsd);
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m_ddSurface->Unlock(ddsd.lpSurface);
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if (VideoManager()->GetVideoParam().Flags().GetFlipSurfaces()) {
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LPDIRECTDRAWSURFACE surf = VideoManager()->GetDisplaySurface()->GetDirectDrawSurface1();
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surf->BltFast(0, 0, m_ddSurface, &g_fullScreenRect, DDBLTFAST_WAIT);
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}
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m_animationTimer++;
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}
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SetupCopyRect(&ddsd);
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m_ddSurface->Unlock(ddsd.lpSurface);
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if (VideoManager()->GetVideoParam().Flags().GetFlipSurfaces()) {
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LPDIRECTDRAWSURFACE surf = VideoManager()->GetDisplaySurface()->GetDirectDrawSurface1();
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surf->BltFast(0, 0, m_ddSurface, &g_fullScreenRect, DDBLTFAST_WAIT);
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}
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m_animationTimer++;
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}
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}
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