drawto_field = fieldbuffer;
}
- else /* DRAW_DIRECT, DRAW_BACKBUFFER */
+ else /* DRAW_BACKBUFFER */
{
FX = SX;
FY = SY;
redraw_x1 = 0;
redraw_y1 = 0;
- drawto_field = (mode == DRAW_DIRECT ? window : backbuffer);
+ drawto_field = backbuffer;
}
}
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)
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;
}
#endif
-#if 1
+#if 0
if (fading.fade_mode == FADE_MODE_NONE)
{
BackToFront();
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;
}
#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;
}
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)
{
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) */
}
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)
int x,y;
SetDrawBackgroundMask(REDRAW_NONE);
- ClearWindow();
+ ClearField();
for (x = BX1; x <= BX2; x++)
for (y = BY1; y <= BY2; y++)
if (!IN_SCR_FIELD(sx, sy))
return;
- if (setup.direct_draw)
- SetDrawtoField(DRAW_BUFFERED);
-
/* ----------------------------------------------------------------------- */
/* draw things behind the player, if needed */
/* ----------------------------------------------------------------------- */
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);
}