BlendObj->BlendFunction.BlendFlags, BlendObj->BlendFunction.SourceConstantAlpha,
BlendObj->BlendFunction.AlphaFormat);
+
/* Validate input */
- if (DestRect->left >= DestRect->right || DestRect->top >= DestRect->bottom)
+ OutputRect = *DestRect;
+ if (OutputRect.right < OutputRect.left)
{
- DPRINT1("Empty destination rectangle!\n");
- return FALSE;
+ OutputRect.left = DestRect->right;
+ OutputRect.right = DestRect->left;
}
- if (SourceRect->left >= SourceRect->right || SourceRect->top >= SourceRect->bottom)
+ if (OutputRect.bottom < OutputRect.top)
+ {
+ OutputRect.left = DestRect->right;
+ OutputRect.right = DestRect->left;
+ }
+
+
+ /* Validate input */
+
+ InputRect = *SourceRect;
+ if ( (InputRect.top < 0) || (InputRect.bottom < 0) ||
+ (InputRect.left < 0) || (InputRect.right < 0) )
{
- DPRINT1("Empty source rectangle!\n");
return FALSE;
}
+
if (Dest == Source &&
- !(DestRect->left >= SourceRect->right || SourceRect->left >= DestRect->right ||
- DestRect->top >= SourceRect->bottom || SourceRect->top >= DestRect->bottom))
+ !(OutputRect.left >= SourceRect->right || InputRect.left >= OutputRect.right ||
+ OutputRect.top >= SourceRect->bottom || InputRect.top >= OutputRect.bottom))
{
DPRINT1("Source and destination rectangles overlap!\n");
return FALSE;
}
/* Stretch source if needed */
- if (DestRect->right - DestRect->left != SourceRect->right - SourceRect->left ||
- DestRect->bottom - DestRect->top != SourceRect->bottom - SourceRect->top)
+ if (OutputRect.right - OutputRect.left != InputRect.right - InputRect.left ||
+ OutputRect.bottom - OutputRect.top != InputRect.bottom - InputRect.top)
{
- SourceStretchedSize.cx = DestRect->right - DestRect->left;
- SourceStretchedSize.cy = DestRect->bottom - DestRect->top;
+ SourceStretchedSize.cx = OutputRect.right - OutputRect.left;
+ SourceStretchedSize.cy = OutputRect.bottom - OutputRect.top;
Width = DIB_GetDIBWidthBytes(SourceStretchedSize.cx, BitsPerFormat(Source->iBitmapFormat));
/* FIXME: Maybe it is a good idea to use EngCreateDeviceBitmap and IntEngStretchBlt
if possible to get a HW accelerated stretch. */
NULL, &SourceStretchedRect, SourceRect, NULL,
NULL, NULL, COLORONCOLOR))*/
if (!EngStretchBlt(SourceStretchedObj, Source, NULL, NULL, NULL,
- NULL, NULL, &SourceStretchedRect, SourceRect,
+ NULL, NULL, &SourceStretchedRect, &InputRect,
NULL, COLORONCOLOR))
{
DPRINT1("EngStretchBlt failed!\n");
EngDeleteSurface((HSURF)SourceStretchedBitmap);
return FALSE;
}
- SourceRect = &SourceStretchedRect;
+ InputRect.top = SourceStretchedRect.top;
+ InputRect.bottom = SourceStretchedRect.bottom;
+ InputRect.left = SourceStretchedRect.left;
+ InputRect.right = SourceStretchedRect.right;
Source = SourceStretchedObj;
}
/* Now call the DIB function */
- InputRect.left = SourceRect->left;
- InputRect.right = SourceRect->right;
- InputRect.top = SourceRect->top;
- InputRect.bottom = SourceRect->bottom;
if (!IntEngEnter(&EnterLeaveSource, Source, &InputRect, TRUE, &Translate, &InputObj))
{
if (SourceStretchedObj != NULL)
}
return FALSE;
}
- InputRect.left = SourceRect->left + Translate.x;
- InputRect.right = SourceRect->right + Translate.x;
- InputRect.top = SourceRect->top + Translate.y;
- InputRect.bottom = SourceRect->bottom + Translate.y;
+ InputRect.left += Translate.x;
+ InputRect.right += Translate.x;
+ InputRect.top += Translate.y;
+ InputRect.bottom += Translate.y;
- OutputRect.left = DestRect->left;
- OutputRect.right = DestRect->right;
- OutputRect.top = DestRect->top;
- OutputRect.bottom = DestRect->bottom;
if (!IntEngEnter(&EnterLeaveDest, Dest, &OutputRect, FALSE, &Translate, &OutputObj))
{
IntEngLeave(&EnterLeaveSource);
}
return FALSE;
}
- OutputRect.left = DestRect->left + Translate.x;
- OutputRect.right = DestRect->right + Translate.x;
- OutputRect.top = DestRect->top + Translate.y;
- OutputRect.bottom = DestRect->bottom + Translate.y;
+ OutputRect.left += Translate.x;
+ OutputRect.right += Translate.x;
+ OutputRect.top += Translate.y;
+ OutputRect.bottom += Translate.y;
Ret = FALSE;
ClippingType = (ClipRegion == NULL) ? DC_TRIVIAL : ClipRegion->iDComplexity;