X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Ftools.c;h=f3e1db886f2345ace63cdd0f94f8bc3841bdd4a6;hb=ed5a795f1fd2d48a1372d46c06d86d2faab7e3c4;hp=09a179dd2aecd4ee6f989035e6c58560efa92ac7;hpb=436a9fbb93a26d17c80eae4b8bbe79dabfc44099;p=rocksndiamonds.git diff --git a/src/tools.c b/src/tools.c index 09a179dd..f3e1db88 100644 --- a/src/tools.c +++ b/src/tools.c @@ -118,7 +118,7 @@ void SetDrawtoField(int mode) drawto_field = fieldbuffer; } - else /* DRAW_DIRECT, DRAW_BACKBUFFER */ + else /* DRAW_BACKBUFFER */ { FX = SX; FY = SY; @@ -129,7 +129,7 @@ void SetDrawtoField(int mode) redraw_x1 = 0; redraw_y1 = 0; - drawto_field = (mode == DRAW_DIRECT ? window : backbuffer); + drawto_field = backbuffer; } } @@ -154,23 +154,17 @@ void RedrawPlayfield(boolean force_redraw, int x, int y, int width, int height) height = gfx.sysize + 2 * TILEY; } - if (force_redraw || setup.direct_draw) + if (force_redraw) { int xx, yy; int x1 = (x - SX) / TILEX, y1 = (y - SY) / TILEY; int x2 = (x - SX + width) / TILEX, y2 = (y - SY + height) / TILEY; - if (setup.direct_draw) - SetDrawtoField(DRAW_BACKBUFFER); - for (xx = BX1; xx <= BX2; xx++) for (yy = BY1; yy <= BY2; yy++) if (xx >= x1 && xx <= x2 && yy >= y1 && yy <= y2) DrawScreenField(xx, yy); DrawAllPlayers(); - - if (setup.direct_draw) - SetDrawtoField(DRAW_DIRECT); } if (setup.soft_scrolling) @@ -266,9 +260,6 @@ void BackToFront() int x,y; DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field); - if (setup.direct_draw && game_status == GAME_MODE_PLAYING) - redraw_mask &= ~REDRAW_MAIN; - if (redraw_mask & REDRAW_TILES && redraw_tiles > REDRAWTILES_THRESHOLD) redraw_mask |= REDRAW_FIELD; @@ -520,7 +511,7 @@ static void FadeExt(int fade_mask, int fade_mode, int fade_type) } #endif -#if 1 +#if 0 if (fading.fade_mode == FADE_MODE_NONE) { BackToFront(); @@ -540,7 +531,8 @@ static void FadeExt(int fade_mask, int fade_mode, int fade_type) fade_mask = REDRAW_FIELD; #endif - if (fade_mask & REDRAW_FIELD) + // if (fade_mask & REDRAW_FIELD) + if (fade_mask == REDRAW_FIELD) { x = REAL_SX; y = REAL_SY; @@ -567,15 +559,28 @@ static void FadeExt(int fade_mask, int fade_mode, int fade_type) } #if 1 - if (!setup.fade_screens || fade_delay == 0) + if (!setup.fade_screens || + fade_delay == 0 || + fading.fade_mode == FADE_MODE_NONE) #else - if (!setup.fade_screens || fade_delay == 0 || fading.anim_mode == ANIM_NONE) + if (!setup.fade_screens || fade_delay == 0) #endif { if (fade_mode == FADE_MODE_FADE_OUT) + return; + +#if 0 + if (fade_mode == FADE_MODE_FADE_OUT && + fading.fade_mode != FADE_MODE_NONE) ClearRectangle(backbuffer, x, y, width, height); +#endif +#if 1 + BlitBitmap(backbuffer, window, x, y, width, height, x, y); + redraw_mask = REDRAW_NONE; +#else BackToFront(); +#endif return; } @@ -588,68 +593,21 @@ static void FadeExt(int fade_mask, int fade_mode, int fade_type) void FadeIn(int fade_mask) { -#if 0 - global.border_status = game_status; -#endif - -#if 1 - // printf("::: now fading in...\n"); - if (fading.fade_mode & FADE_TYPE_TRANSFORM) FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_IN); else FadeExt(fade_mask, FADE_MODE_FADE_IN, FADE_TYPE_FADE_IN); -#else -#if 1 - if (fading.fade_mode == FADE_MODE_CROSSFADE) - FadeExt(fade_mask, FADE_MODE_CROSSFADE); - else - FadeExt(fade_mask, FADE_MODE_FADE_IN); -#else - FadeExt(fade_mask, FADE_MODE_FADE_IN); -#endif -#endif } void FadeOut(int fade_mask) { -#if 1 - // printf("::: fading.fade_mode == %d\n", fading.fade_mode); - -#if 1 if (fading.fade_mode & FADE_TYPE_TRANSFORM) FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_OUT); else FadeExt(fade_mask, FADE_MODE_FADE_OUT, FADE_TYPE_FADE_OUT); -#else - if (fading.fade_mode & FADE_TYPE_TRANSFORM) - FadeCrossSaveBackbuffer(); - else - FadeExt(fade_mask, FADE_MODE_FADE_OUT, FADE_TYPE_FADE_OUT); -#endif -#else -#if 1 - if (fading.fade_mode == FADE_MODE_CROSSFADE) - FadeCrossSaveBackbuffer(); - else - FadeExt(fade_mask, FADE_MODE_FADE_OUT); -#else - FadeExt(fade_mask, FADE_MODE_FADE_OUT); -#endif -#endif - -#if 1 global.border_status = game_status; -#endif -} - -#if 0 -void FadeCross(int fade_mask) -{ - FadeExt(fade_mask, FADE_MODE_CROSSFADE); } -#endif static void FadeSetLeaveNext(struct TitleFadingInfo fading_leave, boolean set) { @@ -825,7 +783,7 @@ void DrawBackgroundForGraphic(int x, int y, int width, int height, int graphic) DrawBackground(x, y, width, height); } -void ClearWindow() +void ClearField() { /* !!! "drawto" might still point to playfield buffer here (see above) !!! */ /* (when entering hall of fame after playing) */ @@ -839,12 +797,6 @@ void ClearWindow() } else SetDrawtoField(DRAW_BACKBUFFER); - - if (setup.direct_draw && game_status == GAME_MODE_PLAYING) - { - ClearRectangle(window, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE); - SetDrawtoField(DRAW_DIRECT); - } } void MarkTileDirty(int x, int y) @@ -1940,7 +1892,7 @@ void DrawLevel() int x,y; SetDrawBackgroundMask(REDRAW_NONE); - ClearWindow(); + ClearField(); for (x = BX1; x <= BX2; x++) for (y = BY1; y <= BY2; y++) @@ -2507,9 +2459,6 @@ void DrawPlayer(struct PlayerInfo *player) if (!IN_SCR_FIELD(sx, sy)) return; - if (setup.direct_draw) - SetDrawtoField(DRAW_BUFFERED); - /* ----------------------------------------------------------------------- */ /* draw things behind the player, if needed */ /* ----------------------------------------------------------------------- */ @@ -2688,18 +2637,6 @@ void DrawPlayer(struct PlayerInfo *player) DrawLevelFieldThruMask(jx, jy); } - if (setup.direct_draw) - { - int dst_x = SX + SCREENX(MIN(jx, last_jx)) * TILEX; - int dst_y = SY + SCREENY(MIN(jy, last_jy)) * TILEY; - int x_size = TILEX * (1 + ABS(jx - last_jx)); - int y_size = TILEY * (1 + ABS(jy - last_jy)); - - BlitBitmap(drawto_field, window, - dst_x, dst_y, x_size, y_size, dst_x, dst_y); - SetDrawtoField(DRAW_DIRECT); - } - MarkTileDirty(sx, sy); }