Added Uq-Ruan Masters game - it compiles but does not work (renders too slowly? Another problem?)
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183
project/jni/application/sc2/src/libs/graphics/boxint.c
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183
project/jni/application/sc2/src/libs/graphics/boxint.c
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//Copyright Paul Reiche, Fred Ford. 1992-2002
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/*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include "gfxintrn.h"
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#undef MIN
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#define MIN(a, b) (((a) <= (b)) ? (a) : (b))
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#undef MAX
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#define MAX(a, b) (((a) >= (b)) ? (a) : (b))
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INTERSECT_CODE
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BoxIntersect (RECT *pr1, RECT *pr2, RECT *pinter)
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{
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INTERSECT_CODE intersect_code;
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COORD x1;
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SIZE w1, w2, delta;
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intersect_code = INTERSECT_NOCLIP;
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x1 = pr1->corner.x - pr2->corner.x;
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w1 = pr1->extent.width;
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w2 = pr2->extent.width;
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if ((delta = w2 - x1) <= w1)
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{
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if (delta != w1)
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{
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w1 = delta;
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intersect_code &= ~INTERSECT_NOCLIP;
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}
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intersect_code |= INTERSECT_RIGHT;
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}
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if (x1 <= 0)
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{
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if (x1 < 0)
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{
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w1 += x1;
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x1 = 0;
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intersect_code &= ~INTERSECT_NOCLIP;
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}
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intersect_code |= INTERSECT_LEFT;
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}
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if (w1 > 0)
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{
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#define h2 w2
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COORD y1;
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SIZE h1;
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y1 = pr1->corner.y - pr2->corner.y;
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h1 = pr1->extent.height;
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h2 = pr2->extent.height;
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if ((delta = h2 - y1) <= h1)
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{
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if (delta != h1)
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{
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h1 = delta;
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intersect_code &= ~INTERSECT_NOCLIP;
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}
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intersect_code |= INTERSECT_BOTTOM;
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}
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if (y1 <= 0)
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{
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if (y1 < 0)
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{
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h1 += y1;
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y1 = 0;
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intersect_code &= ~INTERSECT_NOCLIP;
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}
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intersect_code |= INTERSECT_TOP;
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}
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if (h1 > 0)
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{
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pinter->corner.x = x1 + pr2->corner.x;
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pinter->corner.y = y1 + pr2->corner.y;
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pinter->extent.width = w1;
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pinter->extent.height = h1;
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return (intersect_code);
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}
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#undef h2
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}
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return ((INTERSECT_CODE)0);
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}
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void
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BoxUnion (RECT *pr1, RECT *pr2, RECT *punion)
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{
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#if NEVER // Part of lower FIXME.
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COORD x2, y2, w2, h2;
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#endif // NEVER
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// Union is A AND B, put together, correct? Returns a bigger box that
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// encompasses the two.
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punion->corner.x = MIN(pr1->corner.x, pr2->corner.x);
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punion->corner.y = MIN(pr1->corner.y, pr2->corner.y);
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punion->extent.width = MAX(pr1->corner.x + pr1->extent.width,
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pr2->corner.x + pr2->extent.width) - punion->corner.x;
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punion->extent.height = MAX(pr1->corner.y + pr1->extent.height,
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pr2->corner.y + pr2->extent.height) - punion->corner.y;
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#if NEVER // FIXME - I think this is broken, but keeping it around for reference
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// FIXME - just in case.
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#if 1 /* alter based on 0 widths */
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x2 =
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(pr1->corner.x < pr2->corner.x)? pr1->corner.x : pr2->corner.x;
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y2 =
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(pr1->corner.y < pr2->corner.y)? pr1->corner.y : pr2->corner.y;
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w2 = (
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((pr1->corner.x + pr1->extent.width) > (pr2->corner.x + pr2->extent.width))?
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(pr1->corner.x + pr1->extent.width) : (pr2->corner.x + pr2->extent.width)
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) - punion->corner.x;
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h2 = (
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((pr1->corner.y + pr1->extent.height) > (pr2->corner.y + pr2->extent.height))?
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(pr1->corner.y + pr1->extent.height) : (pr2->corner.y + pr2->extent.height)
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) - punion->corner.y;
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#else
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SIZE delta;
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COORD x1, y1, w1, h1;
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x1 = pr1->corner.x;
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w1 = pr1->extent.width;
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x2 = pr2->corner.x;
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w2 = pr2->extent.width;
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if ((delta = x1 - x2) >= 0)
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w1 += delta;
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else
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{
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w2 -= delta;
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x2 += delta;
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}
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y1 = pr1->corner.y;
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h1 = pr1->extent.height;
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y2 = pr2->corner.y;
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h2 = pr2->extent.height;
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if ((delta = y1 - y2) >= 0)
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h1 += delta;
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else
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{
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h2 -= delta;
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y2 += delta;
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}
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if ((delta = w1 - w2) > 0)
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w2 += delta;
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if ((delta = h1 - h2) > 0)
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h2 += delta;
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#endif
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punion->corner.x = x2;
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punion->corner.y = y2;
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punion->extent.width = w2;
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punion->extent.height = h2;
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#endif // NEVER
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}
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