- except for DWORD, all homegrown integer types are gone - a handful were left where they represent genuine Windows types.
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c008ddaf66
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d2beacfc5f
136 changed files with 770 additions and 774 deletions
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@ -1349,12 +1349,12 @@ void D3DFB::Draw3DPart(bool copy3d)
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}
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else
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{
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BYTE *dest = (BYTE *)lockrect.pBits;
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BYTE *src = (BYTE *)MemBuffer;
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uint8_t *dest = (uint8_t *)lockrect.pBits;
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uint8_t *src = (uint8_t *)MemBuffer;
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for (int y = 0; y < Height; y++)
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{
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memcpy(dest, src, Width);
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dest = reinterpret_cast<BYTE*>(reinterpret_cast<uint8_t*>(dest) + lockrect.Pitch);
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dest = reinterpret_cast<uint8_t*>(reinterpret_cast<uint8_t*>(dest) + lockrect.Pitch);
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src += Pitch;
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}
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}
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@ -1507,10 +1507,10 @@ void D3DFB::UpdateGammaTexture(float igamma)
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if (GammaTexture != NULL && SUCCEEDED(GammaTexture->LockRect(0, &lockrect, NULL, 0)))
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{
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BYTE *pix = (BYTE *)lockrect.pBits;
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uint8_t *pix = (uint8_t *)lockrect.pBits;
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for (int i = 0; i <= 128; ++i)
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{
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pix[i*4+2] = pix[i*4+1] = pix[i*4] = BYTE(255.f * powf(i / 128.f, igamma));
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pix[i*4+2] = pix[i*4+1] = pix[i*4] = uint8_t(255.f * powf(i / 128.f, igamma));
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pix[i*4+3] = 255;
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}
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GammaTexture->UnlockRect(0);
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@ -1554,7 +1554,7 @@ void D3DFB::DoOffByOneCheck ()
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// Create an easily recognizable R3G3B2 palette.
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if (SUCCEEDED(PaletteTexture->LockRect(0, &lockrect, NULL, 0)))
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{
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BYTE *pal = (BYTE *)(lockrect.pBits);
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uint8_t *pal = (uint8_t *)(lockrect.pBits);
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for (i = 0; i < 256; ++i)
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{
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pal[i*4+0] = (i & 0x03) << 6; // blue
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@ -1573,7 +1573,7 @@ void D3DFB::DoOffByOneCheck ()
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{
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for (i = 0; i < 256; ++i)
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{
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((BYTE *)lockrect.pBits)[i] = i;
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((uint8_t *)lockrect.pBits)[i] = i;
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}
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FBTexture->UnlockRect(0);
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}
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@ -1616,7 +1616,7 @@ void D3DFB::DoOffByOneCheck ()
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if (SUCCEEDED(D3DDevice->GetRenderTargetData(testsurf, readsurf)) &&
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SUCCEEDED(readsurf->LockRect(&lockrect, &testrect, D3DLOCK_READONLY)))
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{
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const BYTE *pix = (const BYTE *)lockrect.pBits;
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const uint8_t *pix = (const uint8_t *)lockrect.pBits;
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for (i = 0; i < 256; ++i, pix += 4)
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{
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c = (pix[0] >> 6) | // blue
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@ -1651,7 +1651,7 @@ void D3DFB::UploadPalette ()
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}
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if (SUCCEEDED(PaletteTexture->LockRect(0, &lockrect, NULL, 0)))
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{
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BYTE *pix = (BYTE *)lockrect.pBits;
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uint8_t *pix = (uint8_t *)lockrect.pBits;
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int i;
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for (i = 0; i < SkipAt; ++i, pix += 4)
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@ -1758,7 +1758,7 @@ void D3DFB::SetBlendingRect(int x1, int y1, int x2, int y2)
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//
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//==========================================================================
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void D3DFB::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_type)
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void D3DFB::GetScreenshotBuffer(const uint8_t *&buffer, int &pitch, ESSType &color_type)
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{
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D3DLOCKED_RECT lrect;
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@ -1784,7 +1784,7 @@ void D3DFB::GetScreenshotBuffer(const BYTE *&buffer, int &pitch, ESSType &color_
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}
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else
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{
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buffer = (const BYTE *)lrect.pBits;
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buffer = (const uint8_t *)lrect.pBits;
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pitch = lrect.Pitch;
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color_type = SS_BGRA;
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}
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@ -2319,7 +2319,7 @@ bool D3DTex::Update()
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D3DSURFACE_DESC desc;
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D3DLOCKED_RECT lrect;
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RECT rect;
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BYTE *dest;
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uint8_t *dest;
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assert(Box != NULL);
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assert(Box->Owner != NULL);
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@ -2335,7 +2335,7 @@ bool D3DTex::Update()
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{
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return false;
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}
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dest = (BYTE *)lrect.pBits;
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dest = (uint8_t *)lrect.pBits;
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if (Box->Padded)
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{
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dest += lrect.Pitch + (desc.Format == D3DFMT_L8 ? 1 : 4);
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@ -2344,7 +2344,7 @@ bool D3DTex::Update()
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if (Box->Padded)
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{
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// Clear top padding row.
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dest = (BYTE *)lrect.pBits;
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dest = (uint8_t *)lrect.pBits;
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int numbytes = GameTex->GetWidth() + 2;
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if (desc.Format != D3DFMT_L8)
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{
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