comments + re-fixed 0-sized windows
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@ -502,8 +502,8 @@ void GPU_setMASTER_BRIGHT (GPU *gpu, u16 v)
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INLINE BOOL withinRect (u8 x,u8 y, u16 startX, u16 startY, u16 endX, u16 endY)
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{
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BOOL wrapx, wrapy, goodx, goody;
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wrapx = startX >= endX;
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wrapy = startY >= endY;
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wrapx = startX > endX;
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wrapy = startY > endY;
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goodx = (wrapx)? ((startX <= x)||(x <= endX)):((startX <= x)&&(x <= endX));
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goody = (wrapy)? ((startY <= y)||(y <= endY)):((startY <= y)&&(y <= endY));
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return (goodx && goody);
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@ -530,24 +530,33 @@ INLINE BOOL renderline_checkWindows(GPU *gpu, u8 bgnum, u16 x, u16 y, BOOL *draw
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wout = !(wwin0 || wwin1);
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// it is in win0, do we display ?
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// highest priority
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if (win0 && gpu->dispCnt.bits.Win0_Enable) {
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*draw = wwin0;
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*effect = wwin0 && gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable ;
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return TRUE ;
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}
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// it is in win1, do we display ?
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// mid priority
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if (win1 && gpu->dispCnt.bits.Win1_Enable) {
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*draw = wwin1 && gpu->dispCnt.bits.Win0_Enable;
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*effect = wwin1 && gpu->WINDOW_OUTCNT.bits.WIN0_Effect_Enable ;
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return TRUE ;
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}
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// winOBJ to be fixed
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// -it goes here-
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// low priority
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// it is outside of windows, do we display ?
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// lowest priority
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if (outwin && windows) {
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*draw = wout;
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*effect = wout;
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return TRUE ;
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}
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// winOBJ to be fixed
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// now windows or no rule
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*draw = TRUE;
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*effect = TRUE;
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return FALSE;
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