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match MxTransitionManager::MosaicTransition() (#658)
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@@ -258,8 +258,9 @@ 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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// 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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@@ -305,7 +306,7 @@ void MxTransitionManager::MosaicTransition()
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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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// 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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@@ -324,11 +325,9 @@ void MxTransitionManager::MosaicTransition()
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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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for (MxS32 tt = 0; tt < 10; tt++) {
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pos[tt] = sample;
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}
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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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else {
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// Need to double xShift because it measures pixels not bytes
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@@ -352,6 +351,7 @@ void MxTransitionManager::MosaicTransition()
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m_animationTimer++;
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}
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}
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}
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// FUNCTION: LEGO1 0x1004c170
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