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SLUDGE: Cleanup and simplify code
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@@ -28,12 +28,7 @@ namespace Sludge {
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extern float snapTexW, snapTexH;
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void GraphicsManager::setBrightnessLevel(int brightnessLevel) {
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if (brightnessLevel < 0)
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_brightnessLevel = 0;
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else if (brightnessLevel > 255)
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_brightnessLevel = 255;
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else
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_brightnessLevel = brightnessLevel;
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_brightnessLevel = CLIP(brightnessLevel, 0, 255);
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}
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//----------------------------------------------------
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@@ -43,15 +38,16 @@ void GraphicsManager::setBrightnessLevel(int brightnessLevel) {
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unsigned lastFrom, lastTo;
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void GraphicsManager::transitionFader() {
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uint br = MIN<uint>(255, _brightnessLevel);
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blendColor(&_renderSurface, TS_ARGB(br, 255, 255, 255), Graphics::BLEND_MULTIPLY);
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blendColor(&_renderSurface, TS_ARGB(_brightnessLevel, 255, 255, 255), Graphics::BLEND_MULTIPLY);
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}
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void GraphicsManager::transitionCrossFader() {
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if (!_snapshotSurface.getPixels())
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return;
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if (_brightnessLevel == 255)
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return;
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Graphics::TransparentSurface tmp(_snapshotSurface, false);
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tmp.blit(_renderSurface, 0, 0, Graphics::FLIP_NONE, nullptr, TS_ARGB(255 - _brightnessLevel, 0xff, 0xff, 0xff));
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}
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@@ -132,11 +128,9 @@ void GraphicsManager::transitionDisolve() {
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} while (toScreen < end);
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// The original stretched the texture, we just tile it
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h) {
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w) {
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h)
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w)
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_transitionTexture->blit(_renderSurface, x, y);
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}
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}
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}
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void GraphicsManager::transitionTV() {
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@@ -171,11 +165,9 @@ void GraphicsManager::transitionTV() {
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} while (toScreen < end);
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// The original stretched the texture, we just tile it
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h) {
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w) {
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h)
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w)
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_transitionTexture->blit(_renderSurface, x, y);
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}
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}
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}
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void GraphicsManager::transitionBlinds() {
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@@ -199,14 +191,12 @@ void GraphicsManager::transitionBlinds() {
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}
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}
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}
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// The original stretched the texture, we just tile it
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h) {
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w) {
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_transitionTexture->blit(_renderSurface, x, y);
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}
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}
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}
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// The original stretched the texture, we just tile it
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for (uint y = 0; y < _sceneHeight; y += _transitionTexture->h)
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for (uint x = 0; x < _sceneWidth; x += _transitionTexture->w)
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_transitionTexture->blit(_renderSurface, x, y);
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}
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//----------------------------------------------------
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