Cleanup
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+3
-7
@@ -420,19 +420,16 @@ void BitmapBuffer::drawFilledRect(coord_t x, coord_t y, coord_t w, coord_t h, ui
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else {
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// SOLID
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// TODO: can this be done in one step? (see drawBitmapPattern())
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// Use the DMA2D to blend a scratch buffer filled with overlay color
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BitmapBuffer scratch(BMP_ARGB4444, LCD_W, LCD_H, lcdGetScratchBuffer());
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RGB_SPLIT(COLOR_VAL(flags), r, g, b);
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LcdFlags flags =
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uint32_t(ARGB((OPACITY_MAX - opacity) << 4, r << 3, g << 2, b << 3))
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<< 16;
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RGB_SPLIT(COLOR_VAL(flags), r, g, b);
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pixel_t color_argb = ARGB((OPACITY_MAX - opacity) << 4, r << 3, g << 2, b << 3);
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// Fill the buffer
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scratch.drawSolidFilledRect(0, 0, w, h, flags);
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scratch.drawSolidFilledRect(0, 0, w, h, color_argb << 16);
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// And blend
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drawBitmapAbs(x, y, &scratch, 0, 0, w, h);
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@@ -760,7 +757,6 @@ void BitmapBuffer::drawMask(coord_t x, coord_t y, const BitmapBuffer * mask, con
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// drawAlphaPixel(bmp[x][y], pixel(x,y), color)
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//
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//
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void DMACopyAlphaMask(uint16_t * dest, uint16_t destw, uint16_t desth, uint16_t x, uint16_t y, const uint8_t * src, uint16_t srcw, uint16_t srch, uint16_t srcx, uint16_t srcy, uint16_t w, uint16_t h, uint16_t bg_color);
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//
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void BitmapBuffer::drawBitmapPattern(coord_t x, coord_t y, const uint8_t * bmp, LcdFlags flags, coord_t offset, coord_t width)
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{
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@@ -26,6 +26,7 @@ void lcdNextLayer();
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uint16_t* lcdGetScratchBuffer();
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void DMACopyBitmap(uint16_t * dest, uint16_t destw, uint16_t desth, uint16_t x, uint16_t y, const uint16_t * src, uint16_t srcw, uint16_t srch, uint16_t srcx, uint16_t srcy, uint16_t w, uint16_t h);
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void DMACopyAlphaBitmap(uint16_t * dest, uint16_t destw, uint16_t desth, uint16_t x, uint16_t y, const uint16_t * src, uint16_t srcw, uint16_t srch, uint16_t srcx, uint16_t srcy, uint16_t w, uint16_t h);
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void DMACopyAlphaMask(uint16_t * dest, uint16_t destw, uint16_t desth, uint16_t x, uint16_t y, const uint8_t * src, uint16_t srcw, uint16_t srch, uint16_t srcx, uint16_t srcy, uint16_t w, uint16_t h, uint16_t bg_color);
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void onKeyPress();
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void onKeyError();
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void killEvents(event_t event);
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