+
+void ChangeViewportPropertiesIfNeeded()
+{
+ int *door_1_x = &DX;
+ int *door_1_y = &DY;
+ int *door_2_x = (game_status == GAME_MODE_EDITOR ? &EX : &VX);
+ int *door_2_y = (game_status == GAME_MODE_EDITOR ? &EY : &VY);
+ int gfx_game_mode = (game_status == GAME_MODE_PLAYING ||
+ game_status == GAME_MODE_EDITOR ? game_status :
+ GAME_MODE_MAIN);
+ 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_mode];
+ int border_size = vp_playfield->border_size;
+ int new_sx = vp_playfield->x + border_size;
+ int new_sy = vp_playfield->y + border_size;
+ int new_scr_fieldx = (vp_playfield->width - 2 * border_size) / TILESIZE;
+ int new_scr_fieldy = (vp_playfield->height - 2 * border_size) / TILESIZE;
+
+#if 0
+ /* !!! TEST ONLY !!! */
+ // InitGfxBuffers();
+ return;
+#endif
+
+ if (viewport.window.width != WIN_XSIZE ||
+ viewport.window.height != WIN_YSIZE)
+ {
+ WIN_XSIZE = viewport.window.width;
+ WIN_YSIZE = viewport.window.height;
+
+ InitVideoBuffer(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH, setup.fullscreen);
+ InitGfxBuffers();
+
+#if 1
+ SetDrawDeactivationMask(REDRAW_NONE);
+ SetDrawBackgroundMask(REDRAW_FIELD);
+
+ // RedrawBackground();
+#endif
+ }
+
+ if (new_scr_fieldx != SCR_FIELDX ||
+ new_scr_fieldy != SCR_FIELDY ||
+ new_sx != SX ||
+ new_sy != SY ||
+ vp_playfield->x != REAL_SX ||
+ vp_playfield->y != REAL_SY ||
+ vp_door_1->x != *door_1_x ||
+ vp_door_1->y != *door_1_y ||
+ vp_door_2->x != *door_2_x ||
+ vp_door_2->y != *door_2_y)
+ {
+ SCR_FIELDX = new_scr_fieldx;
+ SCR_FIELDY = new_scr_fieldy;
+ SX = new_sx;
+ SY = new_sy;
+ REAL_SX = vp_playfield->x;
+ REAL_SY = vp_playfield->y;
+
+ *door_1_x = vp_door_1->x;
+ *door_1_y = vp_door_1->y;
+ *door_2_x = vp_door_2->x;
+ *door_2_y = vp_door_2->y;
+
+ InitGfxBuffers();
+
+ if (gfx_game_mode == GAME_MODE_MAIN)
+ {
+ InitGadgets();
+ InitToons();
+ }
+ }
+
+#if 0
+ printf("::: %d, %d / %d, %d [%d]\n", VX, VY, EX, EY, game_status);
+#endif
+}