/* select level set with EMC X11 graphics before activating EM GFX debugging */
-#define DEBUG_EM_GFX 0
+#define DEBUG_EM_GFX FALSE
+#define DEBUG_FRAME_TIME FALSE
/* tool button identifiers */
#define TOOL_CTRL_ID_YES 0
static struct GadgetInfo *tool_gadget[NUM_TOOL_BUTTONS];
static int request_gadget_id = -1;
+static unsigned int sync_frame_delay = 0;
+static unsigned int sync_frame_delay_value = GAME_FRAME_DELAY;
+
static char *print_if_not_empty(int element)
{
static char *s = NULL;
printf(" CustomValue: %d\n", CustomValue[x][y]);
printf(" GfxElement: %d\n", GfxElement[x][y]);
printf(" GfxAction: %d\n", GfxAction[x][y]);
- printf(" GfxFrame: %d\n", GfxFrame[x][y]);
+ printf(" GfxFrame: %d [%d]\n", GfxFrame[x][y], FrameCounter);
printf("\n");
}
gfx.sx, gfx.sy);
}
-void DrawMaskedBorder_Rect(int x, int y, int width, int height)
+static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height,
+ boolean blit_to_screen)
{
Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
- BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y);
+ if (blit_to_screen)
+ BlitToScreenMasked(bitmap, x, y, width, height, x, y);
+ else
+ BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y);
}
-void DrawMaskedBorder_FIELD()
+static void DrawMaskedBorderExt_FIELD(boolean blit_to_screen)
{
if (global.border_status >= GAME_MODE_TITLE &&
global.border_status <= GAME_MODE_PLAYING &&
border.draw_masked[global.border_status])
- DrawMaskedBorder_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+ DrawMaskedBorderExt_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ blit_to_screen);
}
-void DrawMaskedBorder_DOOR_1()
+static void DrawMaskedBorderExt_DOOR_1(boolean blit_to_screen)
{
+ // only draw border over closed doors when drawing to backbuffer
+ if (!blit_to_screen && (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]))
- DrawMaskedBorder_Rect(DX, DY, DXSIZE, DYSIZE);
+ DrawMaskedBorderExt_Rect(DX, DY, DXSIZE, DYSIZE, blit_to_screen);
}
-void DrawMaskedBorder_DOOR_2()
+static void DrawMaskedBorderExt_DOOR_2(boolean blit_to_screen)
{
+ // only draw border over closed doors when drawing to backbuffer
+ if (!blit_to_screen && (GetDoorState() & DOOR_OPEN_2))
+ return;
+
if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
global.border_status != GAME_MODE_EDITOR)
- DrawMaskedBorder_Rect(VX, VY, VXSIZE, VYSIZE);
+ DrawMaskedBorderExt_Rect(VX, VY, VXSIZE, VYSIZE, blit_to_screen);
}
-void DrawMaskedBorder_DOOR_3()
+static void DrawMaskedBorderExt_DOOR_3(boolean blit_to_screen)
{
/* currently not available */
}
-void DrawMaskedBorder_ALL()
+static void DrawMaskedBorderExt_ALL(boolean blit_to_screen)
{
- DrawMaskedBorder_FIELD();
- DrawMaskedBorder_DOOR_1();
- DrawMaskedBorder_DOOR_2();
- DrawMaskedBorder_DOOR_3();
+ DrawMaskedBorderExt_FIELD(blit_to_screen);
+ DrawMaskedBorderExt_DOOR_1(blit_to_screen);
+ DrawMaskedBorderExt_DOOR_2(blit_to_screen);
+ DrawMaskedBorderExt_DOOR_3(blit_to_screen);
}
-void DrawMaskedBorder(int redraw_mask)
+static void DrawMaskedBorderExt(int redraw_mask, boolean blit_to_screen)
{
/* never draw masked screen borders on borderless screens */
- if (effectiveGameStatus() == GAME_MODE_LOADING ||
- effectiveGameStatus() == GAME_MODE_TITLE)
+ if (game_status == GAME_MODE_LOADING ||
+ game_status == GAME_MODE_TITLE)
return;
if (redraw_mask & REDRAW_ALL)
- DrawMaskedBorder_ALL();
+ DrawMaskedBorderExt_ALL(blit_to_screen);
else
{
if (redraw_mask & REDRAW_FIELD)
- DrawMaskedBorder_FIELD();
+ DrawMaskedBorderExt_FIELD(blit_to_screen);
if (redraw_mask & REDRAW_DOOR_1)
- DrawMaskedBorder_DOOR_1();
+ DrawMaskedBorderExt_DOOR_1(blit_to_screen);
if (redraw_mask & REDRAW_DOOR_2)
- DrawMaskedBorder_DOOR_2();
+ DrawMaskedBorderExt_DOOR_2(blit_to_screen);
if (redraw_mask & REDRAW_DOOR_3)
- DrawMaskedBorder_DOOR_3();
+ DrawMaskedBorderExt_DOOR_3(blit_to_screen);
}
}
+void DrawMaskedBorder_FIELD()
+{
+ DrawMaskedBorderExt_FIELD(FALSE);
+}
+
+void DrawMaskedBorder(int redraw_mask)
+{
+ DrawMaskedBorderExt(redraw_mask, FALSE);
+}
+
+void DrawMaskedBorderToScreen(int redraw_mask)
+{
+ DrawMaskedBorderExt(redraw_mask, TRUE);
+}
+
void BlitScreenToBitmap_RND(Bitmap *target_bitmap)
{
int fx = FX, fy = FY;
font_nr, BLIT_OPAQUE);
}
+#if DEBUG_FRAME_TIME
+static void PrintFrameTimeDebugging()
+{
+ static unsigned int last_counter = 0;
+ unsigned int counter = Counter();
+ int diff_1 = counter - last_counter;
+ int diff_2 = diff_1 - GAME_FRAME_DELAY;
+ int diff_2_max = 20;
+ int diff_2_cut = MIN(ABS(diff_2), diff_2_max);
+ char diff_bar[2 * diff_2_max + 5];
+ int pos = 0;
+ int i;
+
+ diff_bar[pos++] = (diff_2 < -diff_2_max ? '<' : ' ');
+
+ for (i = 0; i < diff_2_max; i++)
+ diff_bar[pos++] = (diff_2 >= 0 ? ' ' :
+ i >= diff_2_max - diff_2_cut ? '-' : ' ');
+
+ diff_bar[pos++] = '|';
+
+ for (i = 0; i < diff_2_max; i++)
+ diff_bar[pos++] = (diff_2 <= 0 ? ' ' : i < diff_2_cut ? '+' : ' ');
+
+ diff_bar[pos++] = (diff_2 > diff_2_max ? '>' : ' ');
+
+ diff_bar[pos++] = '\0';
+
+ Error(ERR_INFO, "%06d [%02d] [%c%02d] %s",
+ counter,
+ diff_1,
+ (diff_2 < 0 ? '-' : diff_2 > 0 ? '+' : ' '), ABS(diff_2),
+ diff_bar);
+
+ last_counter = counter;
+}
+#endif
+
void BackToFront()
{
if (redraw_mask == REDRAW_NONE)
return;
+#if 1
+ // masked border now drawn immediately when blitting backbuffer to window
+#else
// draw masked border to all viewports, if defined
DrawMaskedBorder(redraw_mask);
+#endif
// draw frames per second (only if debug mode is enabled)
if (redraw_mask & REDRAW_FPS)
}
redraw_mask = REDRAW_NONE;
+
+ // force screen redraw in every frame to continue drawing global animations
+ redraw_mask = REDRAW_FIELD;
+
+#if DEBUG_FRAME_TIME
+ PrintFrameTimeDebugging();
+#endif
}
static void FadeCrossSaveBackbuffer()
redraw_mask &= ~fade_mask;
}
+static void SetAnimStatus_BeforeFadingOut()
+{
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
+}
+
+static void SetAnimStatus_AfterFadingIn()
+{
+ global.anim_status = global.anim_status_next;
+
+ // force update of global animation status in case of rapid screen changes
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
+}
+
void FadeIn(int fade_mask)
{
+#if 1
+ DrawMaskedBorder(REDRAW_ALL);
+#endif
+
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_IN);
else
FADE_SY = REAL_SY;
FADE_SXSIZE = FULL_SXSIZE;
FADE_SYSIZE = FULL_SYSIZE;
+
+ SetAnimStatus_AfterFadingIn();
}
void FadeOut(int fade_mask)
{
+ SetAnimStatus_BeforeFadingOut();
+
+#if 0
+ DrawMaskedBorder(REDRAW_ALL);
+#endif
+
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_OUT);
else
void FadeSetNextScreen()
{
- fading = menu.next_screen;
+ fading = menu.next_screen[game_status];
// (do not overwrite fade mode set by FadeSetEnterScreen)
// FadeSetLeaveNext(fading, TRUE); /* (keep same fade mode) */
if (game_status == game_status_last)
return FALSE;
+ // redraw if last screen was title screen
+ if (game_status_last == GAME_MODE_TITLE)
+ return TRUE;
+
// redraw if global screen border has changed
if (CheckIfGlobalBorderHasChanged())
return TRUE;
return;
// copy current draw buffer to later copy back areas that have not changed
- BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+ if (game_status_last != GAME_MODE_TITLE)
+ BlitBitmap(backbuffer, bitmap_db_store, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
if (CheckIfGlobalBorderRedrawIsNeeded())
{
}
*bitmap = src_bitmap;
- *x = src_x * tilesize / TILESIZE;
- *y = src_y * tilesize / TILESIZE;
+ *x = src_x * tilesize / g->tile_size;
+ *y = src_y * tilesize / g->tile_size;
}
void getFixedGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
*x = src_x + frame * g->offset_x;
*y = src_y + frame * g->offset_y;
}
+
+ *x = *x * TILESIZE_VAR / g->tile_size;
+ *y = *y * TILESIZE_VAR / g->tile_size;
}
void getGraphicSource(int graphic, int frame, Bitmap **bitmap, int *x, int *y)
void DrawFixedGraphicThruMaskExt(DrawBuffer *d, int dst_x, int dst_y,
int graphic, int frame)
{
- struct GraphicInfo *g = &graphic_info[graphic];
Bitmap *src_bitmap;
int src_x, src_y;
getFixedGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
- BlitBitmapMasked(src_bitmap, d, src_x, src_y, g->width, g->height,
+ BlitBitmapMasked(src_bitmap, d, src_x, src_y, TILEX, TILEY,
dst_x, dst_y);
}
width = -dx;
dx = TILEX + dx;
}
- else if (x==BX1 && dx < 0) /* object leaves playfield to the left */
+ else if (x == BX1 && dx < 0) /* object leaves playfield to the left */
{
width += dx;
cx = -dx;
dx = 0;
}
- else if (x==BX2 && dx > 0) /* object leaves playfield to the right */
+ else if (x == BX2 && dx > 0) /* object leaves playfield to the right */
width -= dx;
else if (dx) /* general horizontal movement */
MarkTileDirty(x + SIGN(dx), y);
if (y < BY1) /* object enters playfield from the top */
{
- if (cut_mode==CUT_BELOW) /* object completely above top border */
+ if (cut_mode == CUT_BELOW) /* object completely above top border */
return;
y = BY1;
height = -dy;
dy = TILEY + dy;
}
- else if (y==BY1 && dy < 0) /* object leaves playfield to the top */
+ else if (y == BY1 && dy < 0) /* object leaves playfield to the top */
{
height += dy;
cy = -dy;
void DrawEnvelopeRequest(char *text)
{
+ int last_game_status = game_status; /* save current game status */
char *text_final = text;
char *text_door_style = NULL;
int graphic = IMG_BACKGROUND_REQUEST;
int border_size = request.border_size;
int line_spacing = request.line_spacing;
int line_height = font_height + line_spacing;
- int text_width = request.width - 2 * border_size;
- int text_height = request.height - 2 * border_size;
- int line_length = text_width / font_width;
- int max_lines = text_height / line_height;
+ int max_text_width = request.width - 2 * border_size;
+ int max_text_height = request.height - 2 * border_size;
+ int line_length = max_text_width / font_width;
+ int max_lines = max_text_height / line_height;
+ int text_width = line_length * font_width;
int width = request.width;
int height = request.height;
- int tile_size = request.step_offset;
+ int tile_size = MAX(request.step_offset, 1);
int x_steps = width / tile_size;
int y_steps = height / tile_size;
+ int sx_offset = border_size;
+ int sy_offset = border_size;
int sx, sy;
int i, x, y;
- if (request.wrap_single_words)
+ if (request.centered)
+ sx_offset = (request.width - text_width) / 2;
+
+ if (request.wrap_single_words && !request.autowrap)
{
char *src_text_ptr, *dst_text_ptr;
x, y, x_steps, y_steps,
tile_size, tile_size);
- DrawTextBuffer(sx + border_size, sy + border_size, text_final, font_nr,
+ /* force DOOR font inside door area */
+ SetGameStatus(GAME_MODE_PSEUDO_DOOR);
+
+ DrawTextBuffer(sx + sx_offset, sy + sy_offset, text_final, font_nr,
line_length, -1, max_lines, line_spacing, mask_mode,
request.autowrap, request.centered, FALSE);
+ SetGameStatus(last_game_status); /* restore current game status */
+
for (i = 0; i < NUM_TOOL_BUTTONS; i++)
RedrawGadget(tool_gadget[i]);
int anim_delay_value = (no_delay ? 0 : delay_value + 500 * 0) / 2;
unsigned int anim_delay = 0;
- int tile_size = request.step_offset;
+ int tile_size = MAX(request.step_offset, 1);
int max_xsize = request.width / tile_size;
int max_ysize = request.height / tile_size;
int max_xsize_inner = max_xsize - 2;
ystart = yend;
end = 0;
}
- else
- {
- if (action == ACTION_OPENING)
- PlayMenuSoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
- else if (action == ACTION_CLOSING)
- PlayMenuSoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
- }
for (i = start; i <= end; i++)
{
void ShowEnvelopeRequest(char *text, unsigned int req_state, int action)
{
- int last_game_status = game_status; /* save current game status */
int graphic = IMG_BACKGROUND_REQUEST;
int sound_opening = SND_REQUEST_OPENING;
int sound_closing = SND_REQUEST_CLOSING;
InitAnimation();
}
- /* force DOOR font inside door area */
- game_status = GAME_MODE_PSEUDO_DOOR;
-
game.envelope_active = TRUE; /* needed for RedrawPlayfield() events */
if (action == ACTION_OPENING)
game.envelope_active = FALSE;
- game_status = last_game_status; /* restore current game status */
-
if (action == ACTION_CLOSING)
{
if (game_status != GAME_MODE_MAIN)
DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
return;
}
DrawPreviewLevelLabelExt(label_state);
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
}
void DrawPreviewLevelInitial()
DoAnimation();
- /* don't eat all CPU time */
- Delay(10);
+ WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value);
}
}
else
{
DoAnimation();
-
- if (!PendingEvent()) /* delay only if no pending events */
- Delay(10);
}
BackToFront();
+
+ WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value);
}
return result;
DrawBackground(DX, DY, DXSIZE, DYSIZE);
/* force DOOR font inside door area */
- game_status = GAME_MODE_PSEUDO_DOOR;
+ SetGameStatus(GAME_MODE_PSEUDO_DOOR);
/* write text for request */
for (text_ptr = text, ty = 0; ty < MAX_REQUEST_LINES; ty++)
// text_ptr += tl + (tc == ' ' || tc == '?' || tc == '!' ? 1 : 0);
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
if (req_state & REQ_ASK)
{
if (door_state & DOOR_ACTION_2)
door2 = door_state & DOOR_ACTION_2;
+ // draw masked border over door area
+ DrawMaskedBorder(REDRAW_DOOR_1);
+ DrawMaskedBorder(REDRAW_DOOR_2);
+
return (door1 | door2);
}
*height = MAX(*height, height2);
}
+void SetGameStatus(int game_status_new)
+{
+ game_status = game_status_new;
+
+ global.anim_status_next = game_status;
+}
+
void ChangeViewportPropertiesIfNeeded()
{
int gfx_game_mode = game_status;
int gfx_game_mode2 = (game_status == GAME_MODE_EDITOR ? GAME_MODE_DEFAULT :
game_status);
+ struct RectWithBorder *vp_window = &viewport.window[gfx_game_mode];
struct RectWithBorder *vp_playfield = &viewport.playfield[gfx_game_mode];
- struct RectWithBorder *vp_door_1 = &viewport.door_1[gfx_game_mode];
- struct RectWithBorder *vp_door_2 = &viewport.door_2[gfx_game_mode2];
- struct RectWithBorder *vp_door_3 = &viewport.door_2[GAME_MODE_EDITOR];
+ struct RectWithBorder *vp_door_1 = &viewport.door_1[gfx_game_mode];
+ struct RectWithBorder *vp_door_2 = &viewport.door_2[gfx_game_mode2];
+ struct RectWithBorder *vp_door_3 = &viewport.door_2[GAME_MODE_EDITOR];
+ int new_win_xsize = vp_window->width;
+ int new_win_ysize = vp_window->height;
int border_size = vp_playfield->border_size;
int new_sx = vp_playfield->x + border_size;
int new_sy = vp_playfield->y + border_size;
boolean init_gadgets_and_toons = FALSE;
boolean init_em_graphics = FALSE;
- if (viewport.window.width != WIN_XSIZE ||
- viewport.window.height != WIN_YSIZE)
+ if (new_win_xsize != WIN_XSIZE ||
+ new_win_ysize != WIN_YSIZE)
{
- WIN_XSIZE = viewport.window.width;
- WIN_YSIZE = viewport.window.height;
+ WIN_XSIZE = new_win_xsize;
+ WIN_YSIZE = new_win_ysize;
init_video_buffer = TRUE;
init_gfx_buffers = TRUE;
+ init_gadgets_and_toons = TRUE;
// printf("::: video: init_video_buffer, init_gfx_buffers\n");
}
// printf("::: init_video_buffer\n");
InitVideoBuffer(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH, setup.fullscreen);
+ InitImageTextures();
}
if (init_gadgets_and_toons)
InitGadgets();
InitToons();
+ InitGlobalAnimations();
}
if (init_em_graphics)