X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FDDScrollBuffer.c;h=53cc5ea06330f63bd4371ce94fef15c1275fe68b;hb=9f688962eb90591205c511c1ae9bf752d276d1f5;hp=6df6f1e20c3aa24735e3861a58b3a1a4a646a56e;hpb=843029e7c2253a35aa1b4ac87241978808b9e6fc;p=rocksndiamonds.git diff --git a/src/game_sp/DDScrollBuffer.c b/src/game_sp/DDScrollBuffer.c index 6df6f1e2..53cc5ea0 100644 --- a/src/game_sp/DDScrollBuffer.c +++ b/src/game_sp/DDScrollBuffer.c @@ -315,6 +315,8 @@ int DDScrollBuffer_Get_Height() return Height; } +#if 0 + long DDScrollBuffer_CreateAtSize(long Width, long Height, long hWndViewPort) { long CreateAtSize; @@ -358,6 +360,7 @@ void DDScrollBuffer_Cls(int BackColor) Buffer.BltColorFill(EmptyRect, BackColor); } +#endif /* copy the entire screen to the window at the scroll position */ @@ -553,8 +556,12 @@ void BackToFront_SP(void) void DDScrollBuffer_Blt_Ext(Bitmap *target_bitmap) { - RECT DR, SR; + MyRECT DR, SR; +#if 1 + long tX, tY; +#else long tX, tY, L; +#endif int sX, sY; // RECT ERect; // long Restore; @@ -670,8 +677,12 @@ void DDScrollBuffer_Blt_Ext(Bitmap *target_bitmap) if (IS_NOTHING(&Buffer, sizeof(Buffer))) return; +#if 0 if (IS_NOTHING(&PrimarySurface, sizeof(PrimarySurface))) return; +#endif + +#if 0 L = PrimarySurface.Blt(DR, &Buffer, SR, DDBLT_WAIT); if (L != DD_OK) @@ -740,6 +751,7 @@ void DDScrollBuffer_Blt_Ext(Bitmap *target_bitmap) break; #endif +#if 0 case DDERR_SURFACELOST: DDraw.RestoreAllSurfaces(); if (! PrimarySurface.isLost()) @@ -751,6 +763,7 @@ void DDScrollBuffer_Blt_Ext(Bitmap *target_bitmap) // RestorePrimarySurface // ClipToWindow 0 break; +#endif #if 0 case DDERR_UNSUPPORTED: @@ -768,6 +781,8 @@ void DDScrollBuffer_Blt_Ext(Bitmap *target_bitmap) } } +#endif + #if 0 // Buffer.UpdateOverlay SR, PrimarySurface, DR, DDOVER_SHOW if (EditFlag) @@ -867,6 +882,14 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) long oldX, oldY, maxD; static boolean AlreadyRunning = False; +#if 0 + printf(":a: %d, %d [%d, %d] [%d, %d] [%d, %d]\n", + mScrollX, mScrollY, + mScrollX_last, mScrollY_last, + ScreenScrollXPos, ScreenScrollYPos, + ScrollX, ScrollY); +#endif + if (NoDisplayFlag) return; @@ -909,9 +932,20 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) mScrollY = oldY + T * dY; ScrollX = mScrollX; ScrollY = mScrollY; - // Blt(); + +#if 0 + Blt(); +#endif } +#if 0 + printf(":x: %d, %d [%d, %d] [%d, %d] [%d, %d]\n", + mScrollX, mScrollY, + mScrollX_last, mScrollY_last, + ScreenScrollXPos, ScreenScrollYPos, + ScrollX, ScrollY); +#endif + if (UserDragFlag) goto SoftScrollEH; @@ -923,7 +957,10 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) mScrollY = Y; ScrollX = mScrollX; ScrollY = mScrollY; - // Blt(); + +#if 0 + Blt(); +#endif SoftScrollEH: AlreadyRunning = False; @@ -933,7 +970,23 @@ SoftScrollEH: mScrollX, mScrollY); #endif +#if 0 + printf(":y: %d, %d [%d, %d] [%d, %d] [%d, %d]\n", + mScrollX, mScrollY, + mScrollX_last, mScrollY_last, + ScreenScrollXPos, ScreenScrollYPos, + ScrollX, ScrollY); +#endif + #if 1 ScrollPlayfieldIfNeeded(); #endif + +#if 0 + printf(":z: %d, %d [%d, %d] [%d, %d] [%d, %d]\n", + mScrollX, mScrollY, + mScrollX_last, mScrollY_last, + ScreenScrollXPos, ScreenScrollYPos, + ScrollX, ScrollY); +#endif }