int TEST_flag = 0;
+void RestorePlayfield()
+{
+ int x1 = mScrollX / TILEX - 2;
+ int y1 = mScrollY / TILEY - 2;
+ int x2 = mScrollX / TILEX + (SCR_FIELDX - 1) + 2;
+ int y2 = mScrollY / TILEY + (SCR_FIELDY - 1) + 2;
+ int x, y;
+
+ DrawFrameIfNeeded();
+
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)
+ {
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ {
+ if (x >= x1 && x <= x2 && y >= y1 && y <= y2)
+ {
+ DrawFieldNoAnimated(x, y);
+ DrawFieldAnimated(x, y);
+ }
+ }
+ }
+}
static void ScrollPlayfield(int dx, int dy)
{
ScrollPlayfieldIfNeededExt(TRUE);
}
-void UpdatePlayfield()
+void UpdatePlayfield(boolean force_redraw)
+{
+ int x, y;
+#if 1
+ int num_redrawn = 0;
+#endif
+
+ for (y = DisplayMinY; y <= DisplayMaxY; y++)
+ {
+ for (x = DisplayMinX; x <= DisplayMaxX; x++)
+ {
+ int element = LowByte(PlayField16[GetSI(x, y)]);
+ int graphic = GfxGraphic[x][y];
+ int sync_frame = GfxFrame[x][y];
+ boolean redraw = force_redraw;
+
+#if 0
+ redraw = TRUE; // !!! TEST ONLY -- ALWAYS REDRAW !!!
+#endif
+
+ if (graphic < 0)
+ continue;
+
+ if (element != GfxElementLast[x][y] &&
+ graphic == GfxGraphicLast[x][y])
+ {
+ /* element changed, but not graphic => disable updating graphic */
+
+ GfxElementLast[x][y] = element;
+ GfxGraphicLast[x][y] = GfxGraphic[x][y] = -1;
+
+ continue;
+ }
+
+ if (graphic != GfxGraphicLast[x][y]) // new graphic
+ {
+ redraw = TRUE;
+
+ GfxElementLast[x][y] = element;
+ GfxGraphicLast[x][y] = GfxGraphic[x][y];
+ sync_frame = GfxFrame[x][y] = 0;
+ }
+ else if (isNextAnimationFrame_SP(graphic, sync_frame)) // new frame
+ {
+ redraw = TRUE;
+ }
+
+ if (redraw)
+ {
+ int sx = x * StretchWidth;
+ int sy = y * StretchWidth;
+
+#if 0
+ printf("::: REDRAW (%d, %d): %d, %d\n", x, y, graphic, sync_frame);
+#endif
+
+ StretchedSprites.BltImg(sx, sy, graphic, sync_frame);
+
+#if 1
+ num_redrawn++;
+#endif
+ }
+ }
+ }
+
+#if 0
+ printf("::: FRAME %d: %d redrawn\n", FrameCounter, num_redrawn);
+#endif
+}
+
+void UpdatePlayfield_TMP()
{
int x1 = mScrollX_last / TILEX - 2;
int y1 = mScrollY_last / TILEY - 2;
long oldX, oldY, maxD;
static boolean AlreadyRunning = False;
+#if 0
+ printf(":a: %d, %d [%d, %d] [%d, %d] [%d, %d]\n",
+ mScrollX, mScrollY,
+ mScrollX_last, mScrollY_last,
+ ScreenScrollXPos, ScreenScrollYPos,
+ ScrollX, ScrollY);
+#endif
+
if (NoDisplayFlag)
return;
mScrollY = oldY + T * dY;
ScrollX = mScrollX;
ScrollY = mScrollY;
- // Blt();
+
+#if 0
+ Blt();
+#endif
}
+#if 0
+ printf(":x: %d, %d [%d, %d] [%d, %d] [%d, %d]\n",
+ mScrollX, mScrollY,
+ mScrollX_last, mScrollY_last,
+ ScreenScrollXPos, ScreenScrollYPos,
+ ScrollX, ScrollY);
+#endif
+
if (UserDragFlag)
goto SoftScrollEH;
mScrollY = Y;
ScrollX = mScrollX;
ScrollY = mScrollY;
- // Blt();
+
+#if 0
+ Blt();
+#endif
SoftScrollEH:
AlreadyRunning = False;
mScrollX, mScrollY);
#endif
+#if 0
+ printf(":y: %d, %d [%d, %d] [%d, %d] [%d, %d]\n",
+ mScrollX, mScrollY,
+ mScrollX_last, mScrollY_last,
+ ScreenScrollXPos, ScreenScrollYPos,
+ ScrollX, ScrollY);
+#endif
+
#if 1
ScrollPlayfieldIfNeeded();
#endif
+
+#if 0
+ printf(":z: %d, %d [%d, %d] [%d, %d] [%d, %d]\n",
+ mScrollX, mScrollY,
+ mScrollX_last, mScrollY_last,
+ ScreenScrollXPos, ScreenScrollYPos,
+ ScrollX, ScrollY);
+#endif
}