remove unused code
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@@ -380,7 +380,6 @@ void FixHiddenAlpha(SDL_Surface *img)
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SetAlphaRGB(img, r, g, b);
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}
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/* XXX: currently only TRAIT_NO_TRANSPARENCY and TRAIT_BOOL_TRANSPARENCY work. */
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/* Find various traits of a surface. Do these all at once, so we only have to
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* iterate the surface once. */
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@@ -391,23 +390,15 @@ void FixHiddenAlpha(SDL_Surface *img)
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*
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* XXX: We could do the FindAlphaRGB search here, too, but we need that information
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* in a different place. */
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// #define TRAIT_CONSISTENT_TRANSPARENT_COLOR 0x0008
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int FindSurfaceTraits(const SDL_Surface *img)
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// Uint8 AlphaColor[3])
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{
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// bool HaveAlphaValue = false; /* whether ar, ag, ab is valid */
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// bool HaveConsistentAlphaValue = true;
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const int NEEDS_NO_ALPHA=0, NEEDS_BOOL_ALPHA=1, NEEDS_FULL_ALPHA=2;
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int alpha_type = NEEDS_NO_ALPHA;
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// bool HaveTransparency = false;
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// bool HaveTranslucensy = false;
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// bool WhiteOnly = true;
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for(int y = 0; y < img->h; ++y)
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{
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Uint8 *row = (Uint8 *)img->pixels + img->pitch*y;
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// bool FirstVisible = true;
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for(int x = 0; x < img->w; ++x)
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{
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@@ -424,62 +415,11 @@ int FindSurfaceTraits(const SDL_Surface *img)
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alpha_type = max( alpha_type, NEEDS_FULL_ALPHA );
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}
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#if 0
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/* Hmm. This doesn't quite work. For example, the ScreenCompany
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* shadow is actually black; we load it as 8alphaonly, which discards
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* the black completely (making it a white shadow), and then we make
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* it black again by setting the diffuse color to black. This is hard
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* to generalize. I guess we could just make the shadow white, but
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* that's a little ugly to edit.
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*
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* Also, for some reason, the font borders are actually a combination
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* of a shade of gray and some alpha value. Those need to be simplified
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* to white and some alpha value (multiply the luma by alpha), but
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* that's another special case.
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*
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* So, this doesn't actually help anything right now, and we still
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* need 8alphaonly. */
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if( img->format->BitsPerPixel != 8 ) {
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/* If the pixel isn't transparent, and isn't completely white: */
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if(!Transparent &&
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(val & img->format->Rmask) != img->format->Rmask &&
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(val & img->format->Gmask) != img->format->Gmask &&
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(val & img->format->Bmask) != img->format->Bmask)
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WhiteOnly=false;
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}
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#endif
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#if 0
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/* Is this the first non-invisible pixel on this row? */
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if(!Invisible && FirstVisible)
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{
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FirstVisible = false;
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Uint8 r, g, b;
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SDL_GetRGB(val, img->format, &r, &g, &b);
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if(!HaveAlphaValue) {
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/* We don't have the border color yet; set it. */
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HaveAlphaValue = true;
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AlphaColor[0] = r;
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AlphaColor[1] = g;
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AlphaColor[2] = b;
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} else if(HaveConsistentAlphaValue) {
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/* We already have an alpha color from the previous row;
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* if it's not the same, it's inconsistent. */
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if(r != AlphaColor[0] || g != AlphaColor[1] || b != AlphaColor[2])
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HaveConsistentAlphaValue = false;
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}
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}
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#endif
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row += img->format->BytesPerPixel;
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}
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}
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int ret = 0;
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// if(HaveConsistentAlphaValue) ret |= TRAIT_CONSISTENT_TRANSPARENT_COLOR;
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switch( alpha_type )
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{
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case NEEDS_NO_ALPHA: ret |= TRAIT_NO_TRANSPARENCY; break;
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@@ -487,7 +427,7 @@ int FindSurfaceTraits(const SDL_Surface *img)
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case NEEDS_FULL_ALPHA: break;
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default: ASSERT(0);
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}
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// if(WhiteOnly) ret |= TRAIT_WHITE_ONLY;
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return ret;
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}
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@@ -50,9 +50,6 @@ void mySDL_PushEvents(vector<SDL_Event> &events);
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/* The surface contains only transparent values of 0 or 1; no translucency.
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* It only needs one bit of alpha. */
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#define TRAIT_BOOL_TRANSPARENCY 0x0002 /* 1alpha */
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/* All opaque pixels in this image are completely white, so it doesn't need
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* any color bits at all; use a GL_ALPHA8 and only store the transparency. */
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#define TRAIT_WHITE_ONLY 0x0004 /* 8alphaonly */
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int FindSurfaceTraits(const SDL_Surface *img);
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