}
#endif
+static int unifiedRedrawMask(int mask)
+{
+ if (mask & REDRAW_ALL)
+ return REDRAW_ALL;
+
+ if (mask & REDRAW_FIELD && mask & REDRAW_DOORS)
+ return REDRAW_ALL;
+
+ return mask;
+}
+
+static boolean equalRedrawMasks(int mask_1, int mask_2)
+{
+ return unifiedRedrawMask(mask_1) == unifiedRedrawMask(mask_2);
+}
+
void BackToFront()
{
static int last_redraw_mask = REDRAW_NONE;
if (redraw_mask & REDRAW_FPS)
DrawFramesPerSecond();
+ // remove playfield redraw before potentially merging with doors redraw
+ if (DrawingDeactivated(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE))
+ redraw_mask &= ~REDRAW_FIELD;
+
// redraw complete window if both playfield and (some) doors need redraw
if (redraw_mask & REDRAW_FIELD && redraw_mask & REDRAW_DOORS)
redraw_mask = REDRAW_ALL;
}
else if (redraw_mask & REDRAW_DOORS)
{
+ // merge door areas to prevent calling screen redraw more than once
+ int x1 = WIN_XSIZE;
+ int y1 = WIN_YSIZE;
+ int x2 = 0;
+ int y2 = 0;
+
if (redraw_mask & REDRAW_DOOR_1)
- BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
+ {
+ x1 = MIN(x1, DX);
+ y1 = MIN(y1, DY);
+ x2 = MAX(x2, DX + DXSIZE);
+ y2 = MAX(y2, DY + DYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_2)
- BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY);
+ {
+ x1 = MIN(x1, VX);
+ y1 = MIN(y1, VY);
+ x2 = MAX(x2, VX + VXSIZE);
+ y2 = MAX(y2, VY + VYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_3)
- BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
+ {
+ x1 = MIN(x1, EX);
+ y1 = MIN(y1, EY);
+ x2 = MAX(x2, EX + EXSIZE);
+ y2 = MAX(y2, EY + EYSIZE);
+ }
+
+ BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1);
}
redraw_mask = REDRAW_NONE;
SetVideoFrameDelay(frame_delay_value_old);
}
-static void FadeCrossSaveBackbuffer()
-{
- BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-}
-
-static void FadeCrossRestoreBackbuffer()
-{
- int redraw_mask_last = redraw_mask;
-
- BlitBitmap(bitmap_db_cross, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-
- // do not change redraw mask when restoring backbuffer after cross-fading
- redraw_mask = redraw_mask_last;
-}
-
static void FadeExt(int fade_mask, int fade_mode, int fade_type)
{
static int fade_type_skip = FADE_TYPE_NONE;
void (*draw_border_function)(void) = NULL;
- Bitmap *bitmap = (fade_mode & FADE_TYPE_TRANSFORM ? bitmap_db_cross : NULL);
int x, y, width, height;
int fade_delay, post_delay;
return;
}
-#if 1
- FadeCrossSaveBackbuffer();
-#endif
-
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
- {
-#if 0
- FadeCrossSaveBackbuffer();
-#endif
-
return;
- }
}
redraw_mask |= fade_mask;
return;
}
- FadeRectangle(bitmap, x, y, width, height, fade_mode, fade_delay, post_delay,
+ FadeRectangle(x, y, width, height, fade_mode, fade_delay, post_delay,
draw_border_function);
- if (fade_type == FADE_TYPE_FADE_OUT)
- FadeCrossRestoreBackbuffer();
-
redraw_mask &= ~fade_mask;
}
static void SetScreenStates_BeforeFadingIn()
{
+ // temporarily set screen mode for animations to screen after fading in
+ global.anim_status = global.anim_status_next;
+
+ // store backbuffer with all animations that will be started after fading in
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+
+ // set screen mode for animations back to fading
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
}
static void SetScreenStates_AfterFadingIn()
gfx.fade_border_source_status = global.border_status;
global.anim_status = global.anim_status_next;
-
- // force update of global animation status in case of rapid screen changes
- redraw_mask = REDRAW_ALL;
- BackToFront();
}
static void SetScreenStates_BeforeFadingOut()
// store new target screen (to use correct masked border for fading)
gfx.fade_border_target_status = game_status;
+ // set screen mode for animations to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
+
+ // store backbuffer with all animations that will be stopped for fading out
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut()
FADE_SYSIZE = FULL_SYSIZE;
SetScreenStates_AfterFadingIn();
+
+ // force update of global animation status in case of rapid screen changes
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
}
void FadeOut(int fade_mask)
{
+ // update screen if areas covered by "fade_mask" and "redraw_mask" differ
+ if (!equalRedrawMasks(fade_mask, redraw_mask))
+ BackToFront();
+
SetScreenStates_BeforeFadingOut();
#if 0
// copy current draw buffer to later copy back areas that have not changed
if (game_status_last != GAME_MODE_TITLE)
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_1, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (CheckIfGlobalBorderRedrawIsNeeded())
{
if (real_sx_last != -1 && real_sy_last != -1 &&
REAL_SX != -1 && REAL_SY != -1 &&
full_sxsize_last == FULL_SXSIZE && full_sysize_last == FULL_SYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
real_sx_last, real_sy_last, FULL_SXSIZE, FULL_SYSIZE,
REAL_SX, REAL_SY);
if (dx_last != -1 && dy_last != -1 &&
DX != -1 && DY != -1 &&
dxsize_last == DXSIZE && dysize_last == DYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
dx_last, dy_last, DXSIZE, DYSIZE, DX, DY);
if (vx_last != -1 && vy_last != -1 &&
VX != -1 && VY != -1 &&
vxsize_last == VXSIZE && vysize_last == VYSIZE)
- BlitBitmap(bitmap_db_store, backbuffer,
+ BlitBitmap(bitmap_db_store_1, backbuffer,
vx_last, vy_last, VXSIZE, VYSIZE, VX, VY);
redraw_mask = REDRAW_ALL;
RedrawGadget(tool_gadget[i]);
// store readily prepared envelope request for later use when animating
- BlitBitmap(backbuffer, bitmap_db_cross, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_2, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (text_door_style)
free(text_door_style);
setRequestPosition(&src_x, &src_y, FALSE);
setRequestPositionExt(&dst_x, &dst_y, width, height, FALSE);
- BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(bitmap_db_store_1, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
for (yy = 0; yy < 2; yy++)
{
int yy_size = (yy ? tile_size : ysize_size_top);
if (draw_masked)
- BlitBitmapMasked(bitmap_db_cross, backbuffer,
+ BlitBitmapMasked(bitmap_db_store_2, backbuffer,
src_xx, src_yy, xx_size, yy_size, dst_xx, dst_yy);
else
- BlitBitmap(bitmap_db_cross, backbuffer,
+ BlitBitmap(bitmap_db_store_2, backbuffer,
src_xx, src_yy, xx_size, yy_size, dst_xx, dst_yy);
}
}
if (action == ACTION_OPENING)
{
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(backbuffer, bitmap_db_store_1, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (req_state & REQ_ASK)
{
game.envelope_active = FALSE;
if (action == ACTION_CLOSING)
- BlitBitmap(bitmap_db_store, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ BlitBitmap(bitmap_db_store_1, backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
// SetDrawBackgroundMask(last_draw_background_mask);
if (global.use_envelope_request)
{
/* copy current state of request area to middle of playfield area */
- BlitBitmap(bitmap_db_cross, drawto, sx, sy, width, height, sx, sy);
+ BlitBitmap(bitmap_db_store_2, drawto, sx, sy, width, height, sx, sy);
}
}
if (global.use_envelope_request)
{
/* copy back current state of pressed buttons inside request area */
- BlitBitmap(drawto, bitmap_db_cross, sx, sy, width, height, sx, sy);
+ BlitBitmap(drawto, bitmap_db_store_2, sx, sy, width, height, sx, sy);
}
}