cleanup of fade bitmap handling (after screen size changes)
[rocksndiamonds.git] / src / libgame / system.c
index 40b1aaa47945aec040da5b9141441baf02a2abac..26691223ade3e4142d0c40ebfc2551b80f6c91f1 100644 (file)
@@ -207,9 +207,16 @@ void InitGfxWindowInfo(int win_xsize, int win_ysize)
   gfx.background_bitmap_mask = REDRAW_NONE;
 
   ReCreateBitmap(&gfx.background_bitmap, win_xsize, win_ysize, DEFAULT_DEPTH);
+
 #if USE_FINAL_SCREEN_BITMAP
   ReCreateBitmap(&gfx.final_screen_bitmap, win_xsize, win_ysize, DEFAULT_DEPTH);
 #endif
+
+  ReCreateBitmap(&gfx.fade_bitmap_source, win_xsize, win_ysize, DEFAULT_DEPTH);
+  ReCreateBitmap(&gfx.fade_bitmap_target, win_xsize, win_ysize, DEFAULT_DEPTH);
+  ReCreateBitmap(&gfx.fade_bitmap_black,  win_xsize, win_ysize, DEFAULT_DEPTH);
+
+  ClearRectangle(gfx.fade_bitmap_black, 0, 0, win_xsize, win_ysize);
 }
 
 void InitGfxScrollbufferInfo(int scrollbuffer_width, int scrollbuffer_height)
@@ -234,11 +241,16 @@ void InitGfxDrawBusyAnimFunction(void (*draw_busy_anim_function)(void))
   gfx.draw_busy_anim_function = draw_busy_anim_function;
 }
 
-void InitGfxDrawGlobalAnimFunction(void (*draw_global_anim_function)(void))
+void InitGfxDrawGlobalAnimFunction(void (*draw_global_anim_function)(int))
 {
   gfx.draw_global_anim_function = draw_global_anim_function;
 }
 
+void InitGfxDrawGlobalBorderFunction(void (*draw_global_border_function)(int))
+{
+  gfx.draw_global_border_function = draw_global_border_function;
+}
+
 void InitGfxCustomArtworkInfo()
 {
   gfx.override_level_graphics = FALSE;
@@ -1190,6 +1202,11 @@ void CreateBitmapTextures(Bitmap **bitmaps)
   SDLCreateBitmapTextures(bitmaps[IMG_BITMAP_STANDARD]);
 }
 
+void FreeBitmapTextures(Bitmap **bitmaps)
+{
+  SDLFreeBitmapTextures(bitmaps[IMG_BITMAP_STANDARD]);
+}
+
 void ScaleBitmap(Bitmap **bitmaps, int zoom_factor)
 {
   CreateScaledBitmaps(bitmaps, zoom_factor, 0, FALSE);