{
InitGameEngine_EM();
+#if 0
/* blit playfield from scroll buffer to normal back buffer for fading in */
BlitScreenToBitmap_EM(backbuffer);
+#endif
}
else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
{
InitGameEngine_SP();
+#if 0
/* blit playfield from scroll buffer to normal back buffer for fading in */
BlitScreenToBitmap_SP(backbuffer);
+#endif
}
else
{
- DrawLevel();
+ DrawLevel(REDRAW_FIELD);
DrawAllPlayers();
/* after drawing the level, correct some elements */
if (game.timegate_time_left == 0)
CloseAllOpenTimegates();
+#if 0
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
#if NEW_TILESIZE
BlitScreenToBitmap(backbuffer);
#else
- /* blit playfield from scroll buffer to normal back buffer for fading in */
if (setup.soft_scrolling)
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
#endif
+#endif
+#if 0
redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
}
+#if 1
+ /* blit playfield from scroll buffer to normal back buffer for fading in */
+ BlitScreenToBitmap(backbuffer);
+
+ redraw_mask |= REDRAW_FROM_BACKBUFFER;
+#endif
/* !!! FIX THIS (END) !!! */
#if 1
for (i = 0; i < NUM_GAME_BUTTONS; i++)
RedrawGadget(game_gadget[i]);
+
+ // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
+ redraw_mask &= ~REDRAW_ALL;
}
static void HandleGameButtonsExt(int id)