FloatRectangle pcDestRectF = _ResUtil::ConvertToPhyCoord(vcDestRectF);
- Rectangle pcDestRect(_FloatToIntForPos(pcDestRectF.x), _FloatToIntForPos(pcDestRectF.y), _FloatToIntForSize(vcDestRectF.width), _FloatToIntForSize(vcDestRectF.height));
+ Rectangle pcDestRect(_FloatToIntForPos(pcDestRectF.x), _FloatToIntForPos(pcDestRectF.y), _FloatToIntForSize(pcDestRectF.width), _FloatToIntForSize(pcDestRectF.height));
if (lazyScaling)
{
{
for (int x = 0; x < this->width; x++)
{
- DestPixel a = (*p >> 24);\r
-\r
- if (a > 0 && a < 254)\r
- {\r
- a += (a >> 7);\r
-\r
- DestPixel r = (*p >> 8) & 0x0000FF00;\r
- r = r / a;\r
- r = (r > 255) ? 255 : r;\r
-\r
- DestPixel g = (*p >> 0) & 0x0000FF00;\r
- g = g / a;\r
- g = (g > 255) ? 255 : g;\r
-\r
- DestPixel b = (*p << 8) & 0x0000FF00;\r
- b = b / a;\r
- b = (b > 255) ? 255 : b;\r
-\r
- *p = (*p & 0xFF000000) | (r << 16) | (g << 8) | b;\r
- }\r
-\r
- p++;\r
+ DestPixel a = (*p >> 24);
+
+ if (a > 0 && a < 254)
+ {
+ a += (a >> 7);
+
+ DestPixel r = (*p >> 8) & 0x0000FF00;
+ r = r / a;
+ r = (r > 255) ? 255 : r;
+
+ DestPixel g = (*p >> 0) & 0x0000FF00;
+ g = g / a;
+ g = (g > 255) ? 255 : g;
+
+ DestPixel b = (*p << 8) & 0x0000FF00;
+ b = b / a;
+ b = (b > 255) ? 255 : b;
+
+ *p = (*p & 0xFF000000) | (r << 16) | (g << 8) | b;
+ }
+
+ p++;
}
p = reinterpret_cast<DestPixel*>(reinterpret_cast<unsigned char*>(p) + paddingBytes);