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authoraliaspider2014-10-29 05:36:07 +0100
committeraliaspider2014-10-29 05:36:07 +0100
commita6dc7abc9b8cc3986eda5a84141da7dc9e4e8f1a (patch)
tree6f82417b0ab41f3887dd025ee3b85254e28143da /source/clip.c
parent1d98e1c317fa19687ae6bc3cb8e550ef7531bf02 (diff)
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start moving everything to C
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diff --git a/source/clip.c b/source/clip.c
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+/*******************************************************************************
+ Snes9x - Portable Super Nintendo Entertainment System (TM) emulator.
+
+ (c) Copyright 1996 - 2002 Gary Henderson (gary.henderson@ntlworld.com) and
+ Jerremy Koot (jkoot@snes9x.com)
+
+ (c) Copyright 2001 - 2004 John Weidman (jweidman@slip.net)
+
+ (c) Copyright 2002 - 2004 Brad Jorsch (anomie@users.sourceforge.net),
+ funkyass (funkyass@spam.shaw.ca),
+ Joel Yliluoma (http://iki.fi/bisqwit/)
+ Kris Bleakley (codeviolation@hotmail.com),
+ Matthew Kendora,
+ Nach (n-a-c-h@users.sourceforge.net),
+ Peter Bortas (peter@bortas.org) and
+ zones (kasumitokoduck@yahoo.com)
+
+ C4 x86 assembler and some C emulation code
+ (c) Copyright 2000 - 2003 zsKnight (zsknight@zsnes.com),
+ _Demo_ (_demo_@zsnes.com), and Nach
+
+ C4 C++ code
+ (c) Copyright 2003 Brad Jorsch
+
+ DSP-1 emulator code
+ (c) Copyright 1998 - 2004 Ivar (ivar@snes9x.com), _Demo_, Gary Henderson,
+ John Weidman, neviksti (neviksti@hotmail.com),
+ Kris Bleakley, Andreas Naive
+
+ DSP-2 emulator code
+ (c) Copyright 2003 Kris Bleakley, John Weidman, neviksti, Matthew Kendora, and
+ Lord Nightmare (lord_nightmare@users.sourceforge.net
+
+ OBC1 emulator code
+ (c) Copyright 2001 - 2004 zsKnight, pagefault (pagefault@zsnes.com) and
+ Kris Bleakley
+ Ported from x86 assembler to C by sanmaiwashi
+
+ SPC7110 and RTC C++ emulator code
+ (c) Copyright 2002 Matthew Kendora with research by
+ zsKnight, John Weidman, and Dark Force
+
+ S-DD1 C emulator code
+ (c) Copyright 2003 Brad Jorsch with research by
+ Andreas Naive and John Weidman
+
+ S-RTC C emulator code
+ (c) Copyright 2001 John Weidman
+
+ ST010 C++ emulator code
+ (c) Copyright 2003 Feather, Kris Bleakley, John Weidman and Matthew Kendora
+
+ Super FX x86 assembler emulator code
+ (c) Copyright 1998 - 2003 zsKnight, _Demo_, and pagefault
+
+ Super FX C emulator code
+ (c) Copyright 1997 - 1999 Ivar, Gary Henderson and John Weidman
+
+
+ SH assembler code partly based on x86 assembler code
+ (c) Copyright 2002 - 2004 Marcus Comstedt (marcus@mc.pp.se)
+
+
+ Specific ports contains the works of other authors. See headers in
+ individual files.
+
+ Snes9x homepage: http://www.snes9x.com
+
+ Permission to use, copy, modify and distribute Snes9x in both binary and
+ source form, for non-commercial purposes, is hereby granted without fee,
+ providing that this license information and copyright notice appear with
+ all copies and any derived work.
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event shall the authors be held liable for any damages
+ arising from the use of this software.
+
+ Snes9x is freeware for PERSONAL USE only. Commercial users should
+ seek permission of the copyright holders first. Commercial use includes
+ charging money for Snes9x or software derived from Snes9x.
+
+ The copyright holders request that bug fixes and improvements to the code
+ should be forwarded to them so everyone can benefit from the modifications
+ in future versions.
+
+ Super NES and Super Nintendo Entertainment System are trademarks of
+ Nintendo Co., Limited and its subsidiary companies.
+*******************************************************************************/
+#include <stdlib.h>
+
+#include "snes9x.h"
+#include "memmap.h"
+#include "ppu.h"
+
+struct Band
+{
+ uint32 Left;
+ uint32 Right;
+};
+
+#undef MIN
+#undef MAX
+#define MIN(A,B) ((A) < (B) ? (A) : (B))
+#define MAX(A,B) ((A) > (B) ? (A) : (B))
+#define BAND_EMPTY(B) (B.Left >= B.Right)
+#define BANDS_INTERSECT(A,B) ((A.Left >= B.Left && A.Left < B.Right) || \
+ (B.Left >= A.Left && B.Left < A.Right))
+#define OR_BANDS(R,A,B) {\
+ R.Left = MIN(A.Left, B.Left); \
+ R.Right = MAX(A.Right, B.Right);}
+
+#define AND_BANDS(R,A,B) {\
+ R.Left = MAX(A.Left, B.Left); \
+ R.Right = MIN(A.Right, B.Right);}
+
+static int IntCompare (const void *d1, const void *d2)
+{
+ if (*(uint32 *) d1 > *(uint32 *) d2)
+ return (1);
+ else
+ if (*(uint32 *) d1 < *(uint32 *) d2)
+ return (-1);
+ return (0);
+}
+
+static int BandCompare (const void *d1, const void *d2)
+{
+ if (((struct Band *) d1)->Left > ((struct Band *) d2)->Left)
+ return (1);
+ else
+ if (((struct Band *) d1)->Left < ((struct Band *) d2)->Left)
+ return (-1);
+ return (0);
+}
+
+void ComputeClipWindows ()
+{
+ struct ClipData *pClip = &IPPU.Clip [0];
+
+ // Loop around the main screen then the sub-screen.
+ for (int c = 0; c < 2; c++, pClip++)
+ {
+ // Loop around the colour window then a clip window for each of the
+ // background layers.
+ for (int w = 5; w >= 0; w--)
+ {
+ pClip->Count[w] = 0;
+
+ if (w == 5) // The colour window...
+ {
+ if (c == 0) // ... on the main screen
+ {
+ if ((Memory.FillRAM [0x2130] & 0xc0) == 0xc0)
+ {
+ // The whole of the main screen is switched off,
+ // completely clip everything.
+ for (int i = 0; i < 6; i++)
+ {
+ IPPU.Clip [c].Count [i] = 1;
+ IPPU.Clip [c].Left [0][i] = 1;
+ IPPU.Clip [c].Right [0][i] = 0;
+ }
+ continue;
+ }
+ else if ((Memory.FillRAM [0x2130] & 0xc0) == 0x00)
+ continue;
+ }
+ else
+ {
+ // .. colour window on the sub-screen.
+ if ((Memory.FillRAM [0x2130] & 0x30) == 0x30)
+ {
+ // The sub-screen is switched off, completely
+ // clip everything.
+ for (int i = 0; i < 6; i++)
+ {
+ IPPU.Clip [1].Count [i] = 1;
+ IPPU.Clip [1].Left [0][i] = 1;
+ IPPU.Clip [1].Right [0][i] = 0;
+ }
+ return;
+ }
+ else if ((Memory.FillRAM [0x2130] & 0x30) == 0x00)
+ continue;
+ }
+ }
+
+// if (!Settings.DisableGraphicWindows)
+ {
+ if (w == 5 || pClip->Count [5] ||
+ (Memory.FillRAM [0x212c + c] & Memory.FillRAM [0x212e + c] & (1 << w)))
+ {
+ struct Band Win1[3];
+ struct Band Win2[3];
+ uint32 Window1Enabled = 0;
+ uint32 Window2Enabled = 0;
+ bool8 invert = (w == 5 &&
+ ((c == 1 && (Memory.FillRAM [0x2130] & 0x30) == 0x10) ||
+ (c == 0 && (Memory.FillRAM [0x2130] & 0xc0) == 0x40)));
+
+ if (w == 5 ||
+ (Memory.FillRAM [0x212c + c] & Memory.FillRAM [0x212e + c] & (1 << w)))
+ {
+ if (PPU.ClipWindow1Enable [w])
+ {
+ if (!PPU.ClipWindow1Inside [w])
+ {
+ Win1[Window1Enabled].Left = PPU.Window1Left;
+ Win1[Window1Enabled++].Right = PPU.Window1Right + 1;
+ }
+ else
+ {
+ if (PPU.Window1Left <= PPU.Window1Right)
+ {
+ if (PPU.Window1Left > 0)
+ {
+ Win1[Window1Enabled].Left = 0;
+ Win1[Window1Enabled++].Right = PPU.Window1Left;
+ }
+ if (PPU.Window1Right < 255)
+ {
+ Win1[Window1Enabled].Left = PPU.Window1Right + 1;
+ Win1[Window1Enabled++].Right = 256;
+ }
+ if (Window1Enabled == 0)
+ {
+ Win1[Window1Enabled].Left = 1;
+ Win1[Window1Enabled++].Right = 0;
+ }
+ }
+ else
+ {
+ // 'outside' a window with no range -
+ // appears to be the whole screen.
+ Win1[Window1Enabled].Left = 0;
+ Win1[Window1Enabled++].Right = 256;
+ }
+ }
+ }
+ if (PPU.ClipWindow2Enable [w])
+ {
+ if (!PPU.ClipWindow2Inside [w])
+ {
+ Win2[Window2Enabled].Left = PPU.Window2Left;
+ Win2[Window2Enabled++].Right = PPU.Window2Right + 1;
+ }
+ else
+ {
+ if (PPU.Window2Left <= PPU.Window2Right)
+ {
+ if (PPU.Window2Left > 0)
+ {
+ Win2[Window2Enabled].Left = 0;
+ Win2[Window2Enabled++].Right = PPU.Window2Left;
+ }
+ if (PPU.Window2Right < 255)
+ {
+ Win2[Window2Enabled].Left = PPU.Window2Right + 1;
+ Win2[Window2Enabled++].Right = 256;
+ }
+ if (Window2Enabled == 0)
+ {
+ Win2[Window2Enabled].Left = 1;
+ Win2[Window2Enabled++].Right = 0;
+ }
+ }
+ else
+ {
+ Win2[Window2Enabled].Left = 0;
+ Win2[Window2Enabled++].Right = 256;
+ }
+ }
+ }
+ }
+ if (Window1Enabled && Window2Enabled)
+ {
+ // Overlap logic
+ //
+ // Each window will be in one of three states:
+ // 1. <no range> (Left > Right. One band)
+ // 2. | ---------------- | (Left >= 0, Right <= 255, Left <= Right. One band)
+ // 3. |------------ ----------| (Left1 == 0, Right1 < Left2; Left2 > Right1, Right2 == 255. Two bands)
+
+ struct Band Bands [6];
+ int B = 0;
+ switch (PPU.ClipWindowOverlapLogic [w] ^ 1)
+ {
+ case CLIP_OR:
+ if (Window1Enabled == 1)
+ {
+ if (BAND_EMPTY(Win1[0]))
+ {
+ B = Window2Enabled;
+ // memmove converted: Different stack allocations [Neb]
+ memcpy (Bands, Win2,
+ sizeof(Win2[0]) * Window2Enabled);
+ }
+ else
+ {
+ if (Window2Enabled == 1)
+ {
+ if (BAND_EMPTY (Win2[0]))
+ Bands[B++] = Win1[0];
+ else
+ {
+ if (BANDS_INTERSECT (Win1[0], Win2[0]))
+ {
+ OR_BANDS(Bands[0],Win1[0], Win2[0])
+ B = 1;
+ }
+ else
+ {
+ Bands[B++] = Win1[0];
+ Bands[B++] = Win2[0];
+ }
+ }
+ }
+ else
+ {
+ if (BANDS_INTERSECT(Win1[0], Win2[0]))
+ {
+ OR_BANDS(Bands[0], Win1[0], Win2[0])
+ if (BANDS_INTERSECT(Win1[0], Win2[1]))
+ OR_BANDS(Bands[1], Win1[0], Win2[1])
+ else
+ Bands[1] = Win2[1];
+ B = 1;
+ if (BANDS_INTERSECT(Bands[0], Bands[1]))
+ OR_BANDS(Bands[0], Bands[0], Bands[1])
+ else
+ B = 2;
+ }
+ else
+ if (BANDS_INTERSECT(Win1[0], Win2[1]))
+ {
+ Bands[B++] = Win2[0];
+ OR_BANDS(Bands[B], Win1[0], Win2[1]);
+ B++;
+ }
+ else
+ {
+ Bands[0] = Win2[0];
+ Bands[1] = Win1[0];
+ Bands[2] = Win2[1];
+ B = 3;
+ }
+ }
+ }
+ }
+ else
+ if (Window2Enabled == 1)
+ {
+ if (BAND_EMPTY(Win2[0]))
+ {
+ // Window 2 defines an empty range - just
+ // use window 1 as the clipping (which
+ // could also be empty).
+ B = Window1Enabled;
+ // memmove converted: Different stack allocations [Neb]
+ memcpy (Bands, Win1,
+ sizeof(Win1[0]) * Window1Enabled);
+ }
+ else
+ {
+ // Window 1 has two bands and Window 2 has one.
+ // Neither is an empty region.
+ if (BANDS_INTERSECT(Win2[0], Win1[0]))
+ {
+ OR_BANDS(Bands[0], Win2[0], Win1[0])
+ if (BANDS_INTERSECT(Win2[0], Win1[1]))
+ OR_BANDS(Bands[1], Win2[0], Win1[1])
+ else
+ Bands[1] = Win1[1];
+ B = 1;
+ if (BANDS_INTERSECT(Bands[0], Bands[1]))
+ OR_BANDS(Bands[0], Bands[0], Bands[1])
+ else
+ B = 2;
+ }
+ else
+ if (BANDS_INTERSECT(Win2[0], Win1[1]))
+ {
+ Bands[B++] = Win1[0];
+ OR_BANDS(Bands[B], Win2[0], Win1[1]);
+ B++;
+ }
+ else
+ {
+ Bands[0] = Win1[0];
+ Bands[1] = Win2[0];
+ Bands[2] = Win1[1];
+ B = 3;
+ }
+ }
+ }
+ else
+ {
+ // Both windows have two bands
+ OR_BANDS(Bands[0], Win1[0], Win2[0]);
+ OR_BANDS(Bands[1], Win1[1], Win2[1]);
+ B = 1;
+ if (BANDS_INTERSECT(Bands[0], Bands[1]))
+ OR_BANDS(Bands[0], Bands[0], Bands[1])
+ else
+ B = 2;
+ }
+ break;
+
+ case CLIP_AND:
+ if (Window1Enabled == 1)
+ {
+ // Window 1 has one band
+ if (BAND_EMPTY(Win1[0]))
+ Bands [B++] = Win1[0];
+ else
+ if (Window2Enabled == 1)
+ {
+ if (BAND_EMPTY (Win2[0]))
+ Bands [B++] = Win2[0];
+ else
+ {
+ AND_BANDS(Bands[0], Win1[0], Win2[0]);
+ B = 1;
+ }
+ }
+ else
+ {
+ AND_BANDS(Bands[0], Win1[0], Win2[0]);
+ AND_BANDS(Bands[1], Win1[0], Win2[1]);
+ B = 2;
+ }
+ }
+ else
+ if (Window2Enabled == 1)
+ {
+ if (BAND_EMPTY(Win2[0]))
+ Bands[B++] = Win2[0];
+ else
+ {
+ // Window 1 has two bands.
+ AND_BANDS(Bands[0], Win1[0], Win2[0]);
+ AND_BANDS(Bands[1], Win1[1], Win2[0]);
+ B = 2;
+ }
+ }
+ else
+ {
+ // Both windows have two bands.
+ AND_BANDS(Bands[0], Win1[0], Win2[0]);
+ AND_BANDS(Bands[1], Win1[1], Win2[1]);
+ B = 2;
+ if (BANDS_INTERSECT(Win1[0], Win2[1]))
+ {
+ AND_BANDS(Bands[2], Win1[0], Win2[1]);
+ B = 3;
+ }
+ else
+ if (BANDS_INTERSECT(Win1[1], Win2[0]))
+ {
+ AND_BANDS(Bands[2], Win1[1], Win2[0]);
+ B = 3;
+ }
+ }
+ break;
+ case CLIP_XNOR:
+ invert = !invert;
+ // Fall...
+
+ case CLIP_XOR:
+ if (Window1Enabled == 1 && BAND_EMPTY(Win1[0]))
+ {
+ B = Window2Enabled;
+ // memmove converted: Different stack allocations [Neb]
+ memcpy (Bands, Win2,
+ sizeof(Win2[0]) * Window2Enabled);
+ }
+ else
+ if (Window2Enabled == 1 && BAND_EMPTY(Win2[0]))
+ {
+ B = Window1Enabled;
+ // memmove converted: Different stack allocations [Neb]
+ memcpy (Bands, Win1,
+ sizeof(Win1[0]) * Window1Enabled);
+ }
+ else
+ {
+ uint32 p = 0;
+ uint32 points [10];
+ uint32 i;
+
+ invert = !invert;
+ // Build an array of points (window edges)
+ points [p++] = 0;
+ for (i = 0; i < Window1Enabled; i++)
+ {
+ points [p++] = Win1[i].Left;
+ points [p++] = Win1[i].Right;
+ }
+ for (i = 0; i < Window2Enabled; i++)
+ {
+ points [p++] = Win2[i].Left;
+ points [p++] = Win2[i].Right;
+ }
+ points [p++] = 256;
+ // Sort them
+ qsort ((void *) points, p, sizeof (points [0]),
+ IntCompare);
+ for (i = 0; i < p; i += 2)
+ {
+ if (points [i] == points [i + 1])
+ continue;
+ Bands [B].Left = points [i];
+ while (i + 2 < p &&
+ points [i + 1] == points [i + 2])
+ {
+ i += 2;
+ }
+ Bands [B++].Right = points [i + 1];
+ }
+ }
+ break;
+ }
+ if (invert)
+ {
+ int b;
+ int j = 0;
+ int empty_band_count = 0;
+
+ // First remove all empty bands from the list.
+ for (b = 0; b < B; b++)
+ {
+ if (!BAND_EMPTY(Bands[b]))
+ {
+ if (b != j)
+ Bands[j] = Bands[b];
+ j++;
+ }
+ else
+ empty_band_count++;
+ }
+
+ if (j > 0)
+ {
+ if (j == 1)
+ {
+ j = 0;
+ // Easy case to deal with, so special case it.
+
+ if (Bands[0].Left > 0)
+ {
+ pClip->Left[j][w] = 0;
+ pClip->Right[j++][w] = Bands[0].Left + 1;
+ }
+ if (Bands[0].Right < 256)
+ {
+ pClip->Left[j][w] = Bands[0].Right;
+ pClip->Right[j++][w] = 256;
+ }
+ if (j == 0)
+ {
+ pClip->Left[j][w] = 1;
+ pClip->Right[j++][w] = 0;
+ }
+ }
+ else
+ {
+ // Now sort the bands into order
+ B = j;
+ qsort ((void *) Bands, B,
+ sizeof (Bands [0]), BandCompare);
+
+ // Now invert the area the bands cover
+ j = 0;
+ for (b = 0; b < B; b++)
+ {
+ if (b == 0 && Bands[b].Left > 0)
+ {
+ pClip->Left[j][w] = 0;
+ pClip->Right[j++][w] = Bands[b].Left + 1;
+ }
+ else
+ if (b == B - 1 && Bands[b].Right < 256)
+ {
+ pClip->Left[j][w] = Bands[b].Right;
+ pClip->Right[j++][w] = 256;
+ }
+ if (b < B - 1)
+ {
+ pClip->Left[j][w] = Bands[b].Right;
+ pClip->Right[j++][w] = Bands[b + 1].Left + 1;
+ }
+ }
+ }
+ }
+ else
+ {
+ // Inverting a window that consisted of only
+ // empty bands is the whole width of the screen.
+ // Needed for Mario Kart's rear-view mirror display.
+ if (empty_band_count)
+ {
+ pClip->Left[j][w] = 0;
+ pClip->Right[j][w] = 256;
+ j++;
+ }
+ }
+ pClip->Count[w] = j;
+ }
+ else
+ {
+ for (int j = 0; j < B; j++)
+ {
+ pClip->Left[j][w] = Bands[j].Left;
+ pClip->Right[j][w] = Bands[j].Right;
+ }
+ pClip->Count [w] = B;
+ }
+ }
+ else
+ {
+ // Only one window enabled so no need to perform
+ // complex overlap logic...
+
+ if (Window1Enabled)
+ {
+ if (invert)
+ {
+ int j = 0;
+
+ if (Window1Enabled == 1)
+ {
+ if (Win1[0].Left <= Win1[0].Right)
+ {
+ if (Win1[0].Left > 0)
+ {
+ pClip->Left[j][w] = 0;
+ pClip->Right[j++][w] = Win1[0].Left;
+ }
+ if (Win1[0].Right < 256)
+ {
+ pClip->Left[j][w] = Win1[0].Right;
+ pClip->Right[j++][w] = 256;
+ }
+ if (j == 0)
+ {
+ pClip->Left[j][w] = 1;
+ pClip->Right[j++][w] = 0;
+ }
+ }
+ else
+ {
+ pClip->Left[j][w] = 0;
+ pClip->Right[j++][w] = 256;
+ }
+ }
+ else
+ {
+ pClip->Left [j][w] = Win1[0].Right;
+ pClip->Right[j++][w] = Win1[1].Left;
+ }
+ pClip->Count [w] = j;
+ }
+ else
+ {
+ for (uint32 j = 0; j < Window1Enabled; j++)
+ {
+ pClip->Left [j][w] = Win1[j].Left;
+ pClip->Right [j][w] = Win1[j].Right;
+ }
+ pClip->Count [w] = Window1Enabled;
+ }
+ }
+ else
+ if (Window2Enabled)
+ {
+ if (invert)
+ {
+ int j = 0;
+ if (Window2Enabled == 1)
+ {
+ if (Win2[0].Left <= Win2[0].Right)
+ {
+ if (Win2[0].Left > 0)
+ {
+ pClip->Left[j][w] = 0;
+ pClip->Right[j++][w] = Win2[0].Left;
+ }
+ if (Win2[0].Right < 256)
+ {
+ pClip->Left[j][w] = Win2[0].Right;
+ pClip->Right[j++][w] = 256;
+ }
+ if (j == 0)
+ {
+ pClip->Left[j][w] = 1;
+ pClip->Right[j++][w] = 0;
+ }
+ }
+ else
+ {
+ pClip->Left[j][w] = 0;
+ pClip->Right[j++][w] = 256;
+ }
+ }
+ else
+ {
+ pClip->Left [j][w] = Win2[0].Right;
+ pClip->Right[j++][w] = Win2[1].Left + 1;
+ }
+ pClip->Count [w] = j;
+ }
+ else
+ {
+ for (uint32 j = 0; j < Window2Enabled; j++)
+ {
+ pClip->Left [j][w] = Win2[j].Left;
+ pClip->Right [j][w] = Win2[j].Right;
+ }
+ pClip->Count [w] = Window2Enabled;
+ }
+ }
+ }
+
+ if (w != 5 && pClip->Count [5])
+ {
+ // Colour window enabled. Set the
+ // clip windows for all remaining backgrounds to be
+ // the same as the colour window.
+ if (pClip->Count [w] == 0)
+ {
+ pClip->Count [w] = pClip->Count [5];
+ for (uint32 i = 0; i < pClip->Count [w]; i++)
+ {
+ pClip->Left [i][w] = pClip->Left [i][5];
+ pClip->Right [i][w] = pClip->Right [i][5];
+ }
+ }
+ else
+ {
+ // Intersect the colour window with the bg's
+ // own clip window.
+ for (uint32 i = 0; i < pClip->Count [w]; i++)
+ {
+ uint32 j;
+ for (j = 0; j < pClip->Count [5]; j++)
+ {
+ if((pClip->Left[i][w] >= pClip->Left[j][5] && pClip->Left[i][w] < pClip->Right[j][5]) || (pClip->Left[j][5] >= pClip->Left[i][w] && pClip->Left[j][5] < pClip->Right[i][w])){
+ // Found an intersection!
+ pClip->Left[i][w]=MAX(pClip->Left[i][w], pClip->Left[j][5]);
+ pClip->Right[i][w]=MIN(pClip->Right[i][w], pClip->Right[j][5]);
+ goto Clip_ok;
+ }
+ }
+ // no intersection, nullify it
+ pClip->Left[i][w]=1;
+ pClip->Right[i][w]=0;
+Clip_ok:
+ j=0; // dummy statement
+ }
+ }
+ }
+ } // if (w == 5 | ...
+ } // if (!Settings.DisableGraphicWindows)
+ } // for (int w...
+ } // for (int c...
+}
+