📄 clip.cpp
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{ // Window 1 has one band if (BAND_EMPTY(Win1[0])) Bands [B++] = Win1[0]; else if (Window2Enabled == 1) { if (BAND_EMPTY (Win2[0])) Bands [B++] = Win2[0]; else { AND_BANDS(Bands[0], Win1[0], Win2[0]); B = 1; } } else { AND_BANDS(Bands[0], Win1[0], Win2[0]); AND_BANDS(Bands[1], Win1[0], Win2[1]); B = 2; } } else if (Window2Enabled == 1) { if (BAND_EMPTY(Win2[0])) Bands[B++] = Win2[0]; else { // Window 1 has two bands. AND_BANDS(Bands[0], Win1[0], Win2[0]); AND_BANDS(Bands[1], Win1[1], Win2[0]); B = 2; } } else { // Both windows have two bands. AND_BANDS(Bands[0], Win1[0], Win2[0]); AND_BANDS(Bands[1], Win1[1], Win2[1]); B = 2; if (BANDS_INTERSECT(Win1[0], Win2[1])) { AND_BANDS(Bands[2], Win1[0], Win2[1]); B = 3; } else if (BANDS_INTERSECT(Win1[1], Win2[0])) { AND_BANDS(Bands[2], Win1[1], Win2[0]); B = 3; } } break; case CLIP_XNOR: invert = !invert; // Fall... case CLIP_XOR: if (Window1Enabled == 1 && BAND_EMPTY(Win1[0])) { B = Window2Enabled; memmove (Bands, Win2, sizeof(Win2[0]) * Window2Enabled); } else if (Window2Enabled == 1 && BAND_EMPTY(Win2[0])) { B = Window1Enabled; memmove (Bands, Win1, sizeof(Win1[0]) * Window1Enabled); } else { uint32 p = 0; uint32 points [10]; uint32 i; invert = !invert; // Build an array of points (window edges) points [p++] = 0; for (i = 0; i < Window1Enabled; i++) { points [p++] = Win1[i].Left; points [p++] = Win1[i].Right; } for (i = 0; i < Window2Enabled; i++) { points [p++] = Win2[i].Left; points [p++] = Win2[i].Right; } points [p++] = 256; // Sort them qsort ((void *) points, p, sizeof (points [0]), IntCompare); for (i = 0; i < p; i += 2) { if (points [i] == points [i + 1]) continue; Bands [B].Left = points [i]; while (i + 2 < p && points [i + 1] == points [i + 2]) { i += 2; } Bands [B++].Right = points [i + 1]; } } break; } if (invert) { int b; int j = 0; int empty_band_count = 0; // First remove all empty bands from the list. for (b = 0; b < B; b++) { if (!BAND_EMPTY(Bands[b])) { if (b != j) Bands[j] = Bands[b]; j++; } else empty_band_count++; } if (j > 0) { if (j == 1) { j = 0; // Easy case to deal with, so special case it. if (Bands[0].Left > 0) { pClip->Left[j][w] = 0; pClip->Right[j++][w] = Bands[0].Left + 1; } if (Bands[0].Right < 256) { pClip->Left[j][w] = Bands[0].Right; pClip->Right[j++][w] = 256; } if (j == 0) { pClip->Left[j][w] = 1; pClip->Right[j++][w] = 0; } } else { // Now sort the bands into order B = j; qsort ((void *) Bands, B, sizeof (Bands [0]), BandCompare); // Now invert the area the bands cover j = 0; for (b = 0; b < B; b++) { if (b == 0 && Bands[b].Left > 0) { pClip->Left[j][w] = 0; pClip->Right[j++][w] = Bands[b].Left + 1; } else if (b == B - 1 && Bands[b].Right < 256) { pClip->Left[j][w] = Bands[b].Right; pClip->Right[j++][w] = 256; } if (b < B - 1) { pClip->Left[j][w] = Bands[b].Right; pClip->Right[j++][w] = Bands[b + 1].Left + 1; } } } } else { // Inverting a window that consisted of only // empty bands is the whole width of the screen. // Needed for Mario Kart's rear-view mirror display. if (empty_band_count) { pClip->Left[j][w] = 0; pClip->Right[j][w] = 256; j++; } } pClip->Count[w] = j; } else { for (int j = 0; j < B; j++) { pClip->Left[j][w] = Bands[j].Left; pClip->Right[j][w] = Bands[j].Right; } pClip->Count [w] = B; } } else { // Only one window enabled so no need to perform // complex overlap logic... if (Window1Enabled) { if (invert) { int j = 0; if (Window1Enabled == 1) { if (Win1[0].Left <= Win1[0].Right) { if (Win1[0].Left > 0) { pClip->Left[j][w] = 0; pClip->Right[j++][w] = Win1[0].Left; } if (Win1[0].Right < 256) { pClip->Left[j][w] = Win1[0].Right; pClip->Right[j++][w] = 256; } if (j == 0) { pClip->Left[j][w] = 1; pClip->Right[j++][w] = 0; } } else { pClip->Left[j][w] = 0; pClip->Right[j++][w] = 256; } } else { pClip->Left [j][w] = Win1[0].Right; pClip->Right[j++][w] = Win1[1].Left; } pClip->Count [w] = j; } else { for (uint32 j = 0; j < Window1Enabled; j++) { pClip->Left [j][w] = Win1[j].Left; pClip->Right [j][w] = Win1[j].Right; } pClip->Count [w] = Window1Enabled; } } else if (Window2Enabled) { if (invert) { int j = 0; if (Window2Enabled == 1) { if (Win2[0].Left <= Win2[0].Right) { if (Win2[0].Left > 0) { pClip->Left[j][w] = 0; pClip->Right[j++][w] = Win2[0].Left; } if (Win2[0].Right < 256) { pClip->Left[j][w] = Win2[0].Right; pClip->Right[j++][w] = 256; } if (j == 0) { pClip->Left[j][w] = 1; pClip->Right[j++][w] = 0; } } else { pClip->Left[j][w] = 0; pClip->Right[j++][w] = 256; } } else { pClip->Left [j][w] = Win2[0].Right; pClip->Right[j++][w] = Win2[1].Left + 1; } pClip->Count [w] = j; } else { for (uint32 j = 0; j < Window2Enabled; j++) { pClip->Left [j][w] = Win2[j].Left; pClip->Right [j][w] = Win2[j].Right; } pClip->Count [w] = Window2Enabled; } } } if (w != 5) { if (pClip->Count [5]) { // Colour window enabled. Set the // clip windows for all remaining backgrounds to be // the same as the colour window. if (pClip->Count [w] == 0) { pClip->Count [w] = pClip->Count [5]; for (uint32 i = 0; i < pClip->Count [w]; i++) { pClip->Left [i][w] = pClip->Left [i][5]; pClip->Right [i][w] = pClip->Right [i][5]; } } else { pClip->Count [w] = pClip->Count [5]; for (uint32 i = 0; i < pClip->Count [w]; i++) { if (pClip->Left [i][5] >= pClip->Right [i][5]) { // Colour window has no range, so other // window will have no range as well. pClip->Left [i][w] = pClip->Left [i][5]; pClip->Right [i][w] = pClip->Right [i][5]; } else if (pClip->Left [i][w] <= pClip->Right [i][w]) { // Intersect the bands of the two windows. if (pClip->Count [5] == pClip->Count [w]) { pClip->Left [i][w] = MAX(pClip->Left [i][w], pClip->Left [i][5]); pClip->Right [i][w] = MIN(pClip->Right [i][w], pClip->Right [i][5]); } } } } } } } // if (w == 5 | ... } // if (!Settings.DisableGraphicWindows) } // for (int w... } // for (int c...}
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