More work on making the wx filter system readable
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@ -986,12 +986,6 @@ DrawingPanel::DrawingPanel(int _width, int _height) :
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{
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memset(delta, 0xff, sizeof(delta));
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//Make sure filter is current
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if(myFilter != NULL)
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{
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delete myFilter;
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myFilter = NULL;
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}
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myFilter = new filter(std::string(gopts.filter.mb_str(wxConvUTF8)));
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scale = myFilter->getScale();
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@ -1085,9 +1079,8 @@ public:
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int inrb = systemColorDepth == 16 ? 2 : systemColorDepth == 24 ? 0 : 1;
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int instride = (width + inrb) * bytes_per_pixel;
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int outbpp = out_16 ? 2 : systemColorDepth == 24 ? 3 : 4;
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int outrb = systemColorDepth == 24 ? 0 : 4;
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int outstride = width * outbpp * scale + outrb;
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int outstride = width * bytes_per_pixel * scale + outrb;
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delta += instride * band_lower;
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// + 1 for stupid top border
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@ -1154,15 +1147,17 @@ void DrawingPanel::DrawArea(u8 **data)
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// if filtering, this is filter output, retained for redraws
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// if not filtering, we still retain current image for redraws
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int outbpp = out_16 ? 2 : systemColorDepth == 24 ? 3 : 4;
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//The number of bytes per pixel, as determined by the systemColorDepth
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int bytes_per_pixel = systemColorDepth/8;
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int outrb = systemColorDepth == 24 ? 0 : 4;
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int outstride = width * outbpp * scale + outrb;
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int outstride = width * bytes_per_pixel * scale + outrb;
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if(!pixbuf2) {
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int allocstride = outstride, alloch = height;
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// gb may write borders, so allocate enough for them
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if(width == GameArea::GBWidth && height == GameArea::GBHeight) {
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allocstride = GameArea::SGBWidth * outbpp * scale + outrb;
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allocstride = GameArea::SGBWidth * bytes_per_pixel * scale + outrb;
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alloch = GameArea::SGBHeight;
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}
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pixbuf2 = (u8 *)calloc(allocstride, (alloch + 2) * scale);
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