X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Ftools.c;h=d72c99d09329fd1081e3ce962909089b4ca2fe85;hb=a56f43284d320b60cbeb1ebd097ec6d21d4f4ff1;hp=cee9fae4b12280e7f050ae465b091e93e89550b0;hpb=ba9d6f7e29ac32c02daf3451316c6233a9bae1b5;p=rocksndiamonds.git diff --git a/src/tools.c b/src/tools.c index cee9fae4..d72c99d0 100644 --- a/src/tools.c +++ b/src/tools.c @@ -289,62 +289,68 @@ void RedrawPlayfield() } static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height, - boolean blit_to_screen) + int draw_target) { - Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus(); + Bitmap *src_bitmap = getGlobalBorderBitmapFromStatus(global.border_status); + Bitmap *dst_bitmap = gfx.masked_border_bitmap_ptr; - if (blit_to_screen) - BlitToScreenMasked(bitmap, x, y, width, height, x, y); + if (x == -1 && y == -1) + return; + + if (draw_target == DRAW_BORDER_TO_SCREEN) + BlitToScreenMasked(src_bitmap, x, y, width, height, x, y); else - BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y); + BlitBitmapMasked(src_bitmap, dst_bitmap, x, y, width, height, x, y); } -static void DrawMaskedBorderExt_FIELD(boolean blit_to_screen) +static void DrawMaskedBorderExt_FIELD(int draw_target) { if (global.border_status >= GAME_MODE_TITLE && global.border_status <= GAME_MODE_PLAYING && border.draw_masked[global.border_status]) DrawMaskedBorderExt_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, - blit_to_screen); + draw_target); } -static void DrawMaskedBorderExt_DOOR_1(boolean blit_to_screen) +static void DrawMaskedBorderExt_DOOR_1(int draw_target) { - // only draw border over closed doors when drawing to backbuffer - if (!blit_to_screen && (GetDoorState() & DOOR_OPEN_1)) + // when drawing to backbuffer, never draw border over open doors + if (draw_target == DRAW_BORDER_TO_BACKBUFFER && + (GetDoorState() & DOOR_OPEN_1)) return; if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] && (global.border_status != GAME_MODE_EDITOR || border.draw_masked[GFX_SPECIAL_ARG_EDITOR])) - DrawMaskedBorderExt_Rect(DX, DY, DXSIZE, DYSIZE, blit_to_screen); + DrawMaskedBorderExt_Rect(DX, DY, DXSIZE, DYSIZE, draw_target); } -static void DrawMaskedBorderExt_DOOR_2(boolean blit_to_screen) +static void DrawMaskedBorderExt_DOOR_2(int draw_target) { - // only draw border over closed doors when drawing to backbuffer - if (!blit_to_screen && (GetDoorState() & DOOR_OPEN_2)) + // when drawing to backbuffer, never draw border over open doors + if (draw_target == DRAW_BORDER_TO_BACKBUFFER && + (GetDoorState() & DOOR_OPEN_2)) return; if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] && global.border_status != GAME_MODE_EDITOR) - DrawMaskedBorderExt_Rect(VX, VY, VXSIZE, VYSIZE, blit_to_screen); + DrawMaskedBorderExt_Rect(VX, VY, VXSIZE, VYSIZE, draw_target); } -static void DrawMaskedBorderExt_DOOR_3(boolean blit_to_screen) +static void DrawMaskedBorderExt_DOOR_3(int draw_target) { /* currently not available */ } -static void DrawMaskedBorderExt_ALL(boolean blit_to_screen) +static void DrawMaskedBorderExt_ALL(int draw_target) { - DrawMaskedBorderExt_FIELD(blit_to_screen); - DrawMaskedBorderExt_DOOR_1(blit_to_screen); - DrawMaskedBorderExt_DOOR_2(blit_to_screen); - DrawMaskedBorderExt_DOOR_3(blit_to_screen); + DrawMaskedBorderExt_FIELD(draw_target); + DrawMaskedBorderExt_DOOR_1(draw_target); + DrawMaskedBorderExt_DOOR_2(draw_target); + DrawMaskedBorderExt_DOOR_3(draw_target); } -static void DrawMaskedBorderExt(int redraw_mask, boolean blit_to_screen) +static void DrawMaskedBorderExt(int redraw_mask, int draw_target) { /* never draw masked screen borders on borderless screens */ if (game_status == GAME_MODE_LOADING || @@ -352,33 +358,33 @@ static void DrawMaskedBorderExt(int redraw_mask, boolean blit_to_screen) return; if (redraw_mask & REDRAW_ALL) - DrawMaskedBorderExt_ALL(blit_to_screen); + DrawMaskedBorderExt_ALL(draw_target); else { if (redraw_mask & REDRAW_FIELD) - DrawMaskedBorderExt_FIELD(blit_to_screen); + DrawMaskedBorderExt_FIELD(draw_target); if (redraw_mask & REDRAW_DOOR_1) - DrawMaskedBorderExt_DOOR_1(blit_to_screen); + DrawMaskedBorderExt_DOOR_1(draw_target); if (redraw_mask & REDRAW_DOOR_2) - DrawMaskedBorderExt_DOOR_2(blit_to_screen); + DrawMaskedBorderExt_DOOR_2(draw_target); if (redraw_mask & REDRAW_DOOR_3) - DrawMaskedBorderExt_DOOR_3(blit_to_screen); + DrawMaskedBorderExt_DOOR_3(draw_target); } } void DrawMaskedBorder_FIELD() { - DrawMaskedBorderExt_FIELD(FALSE); + DrawMaskedBorderExt_FIELD(DRAW_BORDER_TO_BACKBUFFER); } void DrawMaskedBorder(int redraw_mask) { - DrawMaskedBorderExt(redraw_mask, FALSE); + DrawMaskedBorderExt(redraw_mask, DRAW_BORDER_TO_BACKBUFFER); } -void DrawMaskedBorderToScreen(int redraw_mask) +void DrawMaskedBorderToTarget(int draw_target) { - DrawMaskedBorderExt(redraw_mask, TRUE); + DrawMaskedBorderExt(REDRAW_ALL, draw_target); } void BlitScreenToBitmap_RND(Bitmap *target_bitmap) @@ -503,8 +509,14 @@ static void PrintFrameTimeDebugging() void BackToFront() { + static int last_redraw_mask = REDRAW_NONE; + + // force screen redraw in every frame to continue drawing global animations + // (but always use the last redraw mask to prevent unwanted side effects) if (redraw_mask == REDRAW_NONE) - return; + redraw_mask = last_redraw_mask; + + last_redraw_mask = redraw_mask; #if 1 // masked border now drawn immediately when blitting backbuffer to window @@ -549,9 +561,6 @@ void BackToFront() redraw_mask = REDRAW_NONE; - // force screen redraw in every frame to continue drawing global animations - redraw_mask = REDRAW_ALL; - #if DEBUG_FRAME_TIME PrintFrameTimeDebugging(); #endif @@ -674,12 +683,11 @@ static void FadeExt(int fade_mask, int fade_mode, int fade_type) redraw_mask &= ~fade_mask; } -static void SetAnimStatus_BeforeFadingOut() +static void SetScreenStates_BeforeFadingIn() { - global.anim_status = GAME_MODE_PSEUDO_FADING; } -static void SetAnimStatus_AfterFadingIn() +static void SetScreenStates_AfterFadingIn() { global.anim_status = global.anim_status_next; @@ -688,8 +696,20 @@ static void SetAnimStatus_AfterFadingIn() BackToFront(); } +static void SetScreenStates_BeforeFadingOut() +{ + global.anim_status = GAME_MODE_PSEUDO_FADING; +} + +static void SetScreenStates_AfterFadingOut() +{ + global.border_status = game_status; +} + void FadeIn(int fade_mask) { + SetScreenStates_BeforeFadingIn(); + #if 1 DrawMaskedBorder(REDRAW_ALL); #endif @@ -704,12 +724,12 @@ void FadeIn(int fade_mask) FADE_SXSIZE = FULL_SXSIZE; FADE_SYSIZE = FULL_SYSIZE; - SetAnimStatus_AfterFadingIn(); + SetScreenStates_AfterFadingIn(); } void FadeOut(int fade_mask) { - SetAnimStatus_BeforeFadingOut(); + SetScreenStates_BeforeFadingOut(); #if 0 DrawMaskedBorder(REDRAW_ALL); @@ -720,7 +740,7 @@ void FadeOut(int fade_mask) else FadeExt(fade_mask, FADE_MODE_FADE_OUT, FADE_TYPE_FADE_OUT); - global.border_status = game_status; + SetScreenStates_AfterFadingOut(); } static void FadeSetLeaveNext(struct TitleFadingInfo fading_leave, boolean set) @@ -814,14 +834,14 @@ Bitmap *getGlobalBorderBitmap(int graphic) return getBitmapFromGraphicOrDefault(graphic, IMG_GLOBAL_BORDER); } -Bitmap *getGlobalBorderBitmapFromGameStatus() +Bitmap *getGlobalBorderBitmapFromStatus(int status) { int graphic = - (game_status == GAME_MODE_MAIN || - game_status == GAME_MODE_PSEUDO_TYPENAME ? IMG_GLOBAL_BORDER_MAIN : - game_status == GAME_MODE_SCORES ? IMG_GLOBAL_BORDER_SCORES : - game_status == GAME_MODE_EDITOR ? IMG_GLOBAL_BORDER_EDITOR : - game_status == GAME_MODE_PLAYING ? IMG_GLOBAL_BORDER_PLAYING : + (status == GAME_MODE_MAIN || + status == GAME_MODE_PSEUDO_TYPENAME ? IMG_GLOBAL_BORDER_MAIN : + status == GAME_MODE_SCORES ? IMG_GLOBAL_BORDER_SCORES : + status == GAME_MODE_EDITOR ? IMG_GLOBAL_BORDER_EDITOR : + status == GAME_MODE_PLAYING ? IMG_GLOBAL_BORDER_PLAYING : IMG_GLOBAL_BORDER); return getGlobalBorderBitmap(graphic); @@ -922,7 +942,7 @@ boolean CheckIfGlobalBorderHasChanged() return FALSE; // determine and store new global border bitmap for current game status - global_border_bitmap = getGlobalBorderBitmapFromGameStatus(); + global_border_bitmap = getGlobalBorderBitmapFromStatus(game_status); return (global_border_bitmap_last != global_border_bitmap); } @@ -969,7 +989,7 @@ void RedrawGlobalBorderFromBitmap(Bitmap *bitmap) void RedrawGlobalBorder() { - Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus(); + Bitmap *bitmap = getGlobalBorderBitmapFromStatus(game_status); RedrawGlobalBorderFromBitmap(bitmap); @@ -4228,7 +4248,7 @@ unsigned int MoveDoor(unsigned int door_state) { DX, DY, DXSIZE, DYSIZE }, { VX, VY, VXSIZE, VYSIZE } }; - static int door1 = DOOR_OPEN_1; + static int door1 = DOOR_CLOSE_1; static int door2 = DOOR_CLOSE_2; unsigned int door_delay = 0; unsigned int door_delay_value;