translations fixes (name clashes)
git-svn-id: svn://pulkomandy.tk/GrafX2/trunk@685 416bcca6-2ee7-4201-b75f-2eb2f807beb1
This commit is contained in:
92
graph.c
92
graph.c
@@ -2381,7 +2381,7 @@ byte Effet_Shade(word X,word Y,__attribute__((unused)) byte Couleur)
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byte Effet_Quick_shade(word X,word Y,byte Couleur)
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{
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int color=Couleur=Lit_pixel_dans_ecran_feedback(X,Y);
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int c=Couleur=Lit_pixel_dans_ecran_feedback(X,Y);
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int Sens=(Fore_color<=Back_color);
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byte start,end;
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int Largeur;
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@@ -2397,33 +2397,33 @@ byte Effet_Quick_shade(word X,word Y,byte Couleur)
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end =Fore_color;
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}
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if ((color>=start) && (color<=end) && (start!=end))
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if ((c>=start) && (c<=end) && (start!=end))
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{
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Largeur=1+end-start;
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if ( ((Shade_Table==Shade_Table_gauche) && Sens) || ((Shade_Table==Shade_Table_droite) && (!Sens)) )
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color-=Quick_shade_Step%Largeur;
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c-=Quick_shade_Step%Largeur;
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else
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color+=Quick_shade_Step%Largeur;
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c+=Quick_shade_Step%Largeur;
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if (color<start)
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if (c<start)
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switch (Quick_shade_Loop)
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{
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case MODE_SHADE_NORMAL : return start;
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case MODE_SHADE_BOUCLE : return (Largeur+color);
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case MODE_SHADE_BOUCLE : return (Largeur+c);
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default : return Couleur;
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}
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if (color>end)
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if (c>end)
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switch (Quick_shade_Loop)
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{
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case MODE_SHADE_NORMAL : return end;
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case MODE_SHADE_BOUCLE : return (color-Largeur);
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case MODE_SHADE_BOUCLE : return (c-Largeur);
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default : return Couleur;
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}
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}
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return color;
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return c;
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}
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// -- Effet de Tiling --
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@@ -2439,88 +2439,88 @@ byte Effet_Tiling(word X,word Y,__attribute__((unused)) byte Couleur)
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byte Effet_Smooth(word X,word Y,__attribute__((unused)) byte Couleur)
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{
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int r,g,b;
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byte color;
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byte c;
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int Poids,Poids_total;
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byte X2=((X+1)<Principal_Largeur_image);
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byte Y2=((Y+1)<Principal_Hauteur_image);
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// On commence par le pixel central
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color=Lit_pixel_dans_ecran_feedback(X,Y);
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c=Lit_pixel_dans_ecran_feedback(X,Y);
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Poids_total=Smooth_Matrice[1][1];
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r=Poids_total*Principal_Palette[color].R;
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g=Poids_total*Principal_Palette[color].V;
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b=Poids_total*Principal_Palette[color].B;
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r=Poids_total*Principal_Palette[c].R;
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g=Poids_total*Principal_Palette[c].V;
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b=Poids_total*Principal_Palette[c].B;
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if (X)
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{
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color=Lit_pixel_dans_ecran_feedback(X-1,Y);
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c=Lit_pixel_dans_ecran_feedback(X-1,Y);
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Poids_total+=(Poids=Smooth_Matrice[0][1]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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if (Y)
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{
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color=Lit_pixel_dans_ecran_feedback(X-1,Y-1);
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c=Lit_pixel_dans_ecran_feedback(X-1,Y-1);
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Poids_total+=(Poids=Smooth_Matrice[0][0]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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if (Y2)
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{
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color=Lit_pixel_dans_ecran_feedback(X-1,Y+1);
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c=Lit_pixel_dans_ecran_feedback(X-1,Y+1);
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Poids_total+=(Poids=Smooth_Matrice[0][2]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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}
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}
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}
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if (X2)
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{
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color=Lit_pixel_dans_ecran_feedback(X+1,Y);
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c=Lit_pixel_dans_ecran_feedback(X+1,Y);
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Poids_total+=(Poids=Smooth_Matrice[2][1]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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if (Y)
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{
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color=Lit_pixel_dans_ecran_feedback(X+1,Y-1);
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c=Lit_pixel_dans_ecran_feedback(X+1,Y-1);
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Poids_total+=(Poids=Smooth_Matrice[2][0]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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if (Y2)
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{
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color=Lit_pixel_dans_ecran_feedback(X+1,Y+1);
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c=Lit_pixel_dans_ecran_feedback(X+1,Y+1);
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Poids_total+=(Poids=Smooth_Matrice[2][2]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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}
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}
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}
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if (Y)
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{
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color=Lit_pixel_dans_ecran_feedback(X,Y-1);
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c=Lit_pixel_dans_ecran_feedback(X,Y-1);
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Poids_total+=(Poids=Smooth_Matrice[1][0]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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}
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if (Y2)
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{
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color=Lit_pixel_dans_ecran_feedback(X,Y+1);
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c=Lit_pixel_dans_ecran_feedback(X,Y+1);
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Poids_total+=(Poids=Smooth_Matrice[1][2]);
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r+=Poids*Principal_Palette[color].R;
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g+=Poids*Principal_Palette[color].V;
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b+=Poids*Principal_Palette[color].B;
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r+=Poids*Principal_Palette[c].R;
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g+=Poids*Principal_Palette[c].V;
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b+=Poids*Principal_Palette[c].B;
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}
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return (Poids_total)? // On regarde s'il faut éviter le 0/0.
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