g->anim_delay_random = 0;
g->post_delay_fixed = 0;
g->post_delay_random = 0;
+ g->draw_order = 0;
g->fade_mode = FADE_MODE_DEFAULT;
g->fade_delay = -1;
g->post_delay = -1;
g->draw_masked = parameter[GFX_ARG_DRAW_MASKED];
/* used for toon animations and global animations */
- g->draw_order = parameter[GFX_ARG_DRAW_ORDER];
+ if (parameter[GFX_ARG_DRAW_ORDER] != ARG_UNDEFINED_VALUE)
+ g->draw_order = parameter[GFX_ARG_DRAW_ORDER];
/* optional graphic for cloning all graphics settings */
if (parameter[GFX_ARG_CLONE_FROM] != ARG_UNDEFINED_VALUE)
global.frames_per_second = 0;
- global.border_status = GAME_MODE_MAIN;
+ global.border_status = GAME_MODE_LOADING;
+ global.anim_status = global.anim_status_next = GAME_MODE_LOADING;
global.use_envelope_request = FALSE;
}
InitGfxDrawBusyAnimFunction(DrawInitAnim);
InitGfxDrawGlobalAnimFunction(DrawGlobalAnim);
- InitGfxDrawGlobalBorderFunction(DrawMaskedBorderToScreen);
+ InitGfxDrawGlobalBorderFunction(DrawMaskedBorderToTarget);
+
+ gfx.fade_border_source_status = global.border_status;
+ gfx.fade_border_target_status = global.border_status;
+ gfx.masked_border_bitmap_ptr = backbuffer;
/* use copy of busy animation to prevent change while reloading artwork */
init_last = init;
print_timestamp_init("ReloadCustomArtwork");
- game_status = GAME_MODE_LOADING;
+ SetGameStatus(GAME_MODE_LOADING);
FadeOut(REDRAW_ALL);
print_timestamp_time("InitMusic");
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
init_last = init; /* switch to new busy animation */
{
print_timestamp_init("OpenAll");
- game_status = GAME_MODE_LOADING;
+ SetGameStatus(GAME_MODE_LOADING);
InitCounter();
return;
}
- game_status = GAME_MODE_MAIN;
+ SetGameStatus(GAME_MODE_MAIN);
FadeSetEnterScreen();
if (!(fading.fade_mode & FADE_TYPE_TRANSFORM))