gfx.scrollbuffer_height = scrollbuffer_height;
}
+void InitGfxDrawBusyAnimFunction(void (*draw_busy_anim_function)(void))
+{
+ gfx.draw_busy_anim_function = draw_busy_anim_function;
+}
+
void SetDrawDeactivationMask(int draw_deactivation_mask)
{
gfx.draw_deactivation_mask = draw_deactivation_mask;
void SetWindowBackgroundBitmap(Bitmap *background_bitmap_tile)
{
+ /* remove every mask before setting mask for window */
+ /* (!!! TO BE FIXED: The whole REDRAW_* system really sucks! !!!) */
+ SetBackgroundBitmap(NULL, 0xffff); /* !!! FIX THIS !!! */
SetBackgroundBitmap(background_bitmap_tile, REDRAW_ALL);
}
void SetMainBackgroundBitmap(Bitmap *background_bitmap_tile)
{
+ /* remove window area mask before setting mask for main area */
+ /* (!!! TO BE FIXED: The whole REDRAW_* system really sucks! !!!) */
SetBackgroundBitmap(NULL, REDRAW_ALL); /* !!! FIX THIS !!! */
SetBackgroundBitmap(background_bitmap_tile, REDRAW_FIELD);
}
void SetDoorBackgroundBitmap(Bitmap *background_bitmap_tile)
{
+ /* remove window area mask before setting mask for door area */
+ /* (!!! TO BE FIXED: The whole REDRAW_* system really sucks! !!!) */
SetBackgroundBitmap(NULL, REDRAW_ALL); /* !!! FIX THIS !!! */
SetBackgroundBitmap(background_bitmap_tile, REDRAW_DOOR_1);
}
boolean create_small_bitmaps)
{
Bitmap swap_bitmap;
- Bitmap *new_bitmap, *tmp_bitmap_1, *tmp_bitmap_2, *tmp_bitmap_4,*tmp_bitmap_8;
- int width_1, height_1, width_2, height_2, width_4, height_4, width_8,height_8;
+ Bitmap *new_bitmap;
+ Bitmap *tmp_bitmap_1;
+ Bitmap *tmp_bitmap_2;
+ Bitmap *tmp_bitmap_4;
+ Bitmap *tmp_bitmap_8;
+ Bitmap *tmp_bitmap_16;
+ Bitmap *tmp_bitmap_32;
+ int width_1, height_1;
+ int width_2, height_2;
+ int width_4, height_4;
+ int width_8, height_8;
+ int width_16, height_16;
+ int width_32, height_32;
int new_width, new_height;
/* calculate new image dimensions for normal sized image */
tmp_bitmap_1 = old_bitmap;
/* this is only needed to make compilers happy */
- tmp_bitmap_2 = tmp_bitmap_4 = tmp_bitmap_8 = NULL;
+ tmp_bitmap_2 = NULL;
+ tmp_bitmap_4 = NULL;
+ tmp_bitmap_8 = NULL;
+ tmp_bitmap_16 = NULL;
+ tmp_bitmap_32 = NULL;
if (create_small_bitmaps)
{
height_4 = height_1 / 4;
width_8 = width_1 / 8;
height_8 = height_1 / 8;
+ width_16 = width_1 / 16;
+ height_16 = height_1 / 16;
+ width_32 = width_1 / 32;
+ height_32 = height_1 / 32;
+
+ UPDATE_BUSY_STATE();
/* get image with 1/2 of normal size (for use in the level editor) */
if (zoom_factor != 2)
else
tmp_bitmap_2 = old_bitmap;
+ UPDATE_BUSY_STATE();
+
/* get image with 1/4 of normal size (for use in the level editor) */
if (zoom_factor != 4)
tmp_bitmap_4 = ZoomBitmap(tmp_bitmap_2, width_2 / 2, height_2 / 2);
else
tmp_bitmap_4 = old_bitmap;
+ UPDATE_BUSY_STATE();
+
/* get image with 1/8 of normal size (for use on the preview screen) */
if (zoom_factor != 8)
tmp_bitmap_8 = ZoomBitmap(tmp_bitmap_4, width_4 / 2, height_4 / 2);
else
tmp_bitmap_8 = old_bitmap;
+
+ UPDATE_BUSY_STATE();
+
+ /* get image with 1/16 of normal size (for use on the preview screen) */
+ if (zoom_factor != 16)
+ tmp_bitmap_16 = ZoomBitmap(tmp_bitmap_8, width_8 / 2, height_8 / 2);
+ else
+ tmp_bitmap_16 = old_bitmap;
+
+ UPDATE_BUSY_STATE();
+
+ /* get image with 1/32 of normal size (for use on the preview screen) */
+ if (zoom_factor != 32)
+ tmp_bitmap_32 = ZoomBitmap(tmp_bitmap_16, width_16 / 2, height_16 / 2);
+ else
+ tmp_bitmap_32 = old_bitmap;
+
+ UPDATE_BUSY_STATE();
}
+#if 0
/* if image was scaled up, create new clipmask for normal size image */
if (zoom_factor != 1)
{
SDL_SetColorKey(tmp_surface_1, 0, 0); /* reset transparent pixel */
#endif
}
+#endif
if (create_small_bitmaps)
{
width_1 / 2, height_1);
BlitBitmap(tmp_bitmap_8, new_bitmap, 0, 0, width_1 / 8, height_1 / 8,
3 * width_1 / 4, height_1);
+ BlitBitmap(tmp_bitmap_16, new_bitmap, 0, 0, width_1 / 16, height_1 / 16,
+ 7 * width_1 / 8, height_1);
+ BlitBitmap(tmp_bitmap_32, new_bitmap, 0, 0, width_1 / 32, height_1 / 32,
+ 15 * width_1 / 16, height_1);
+
+ UPDATE_BUSY_STATE();
}
else
{
if (zoom_factor != 8)
FreeBitmap(tmp_bitmap_8);
+
+ if (zoom_factor != 16)
+ FreeBitmap(tmp_bitmap_16);
+
+ if (zoom_factor != 32)
+ FreeBitmap(tmp_bitmap_32);
}
/* replace image with extended image (containing 1/1, 1/2, 1/4, 1/8 size) */
old_bitmap->width = new_bitmap->width;
old_bitmap->height = new_bitmap->height;
+#if 1
+ /* this replaces all blit masks created when loading -- maybe optimize this */
+ {
+#if defined(TARGET_X11)
+ if (old_bitmap->clip_mask)
+ XFreePixmap(display, old_bitmap->clip_mask);
+
+ old_bitmap->clip_mask =
+ Pixmap_to_Mask(old_bitmap->drawable, new_width, new_height);
+
+ XSetClipMask(display, old_bitmap->stored_clip_gc, old_bitmap->clip_mask);
+#else
+ SDL_Surface *old_surface = old_bitmap->surface;
+
+ if (old_bitmap->surface_masked)
+ SDL_FreeSurface(old_bitmap->surface_masked);
+
+ SDL_SetColorKey(old_surface, SDL_SRCCOLORKEY,
+ SDL_MapRGB(old_surface->format, 0x00, 0x00, 0x00));
+ if ((old_bitmap->surface_masked = SDL_DisplayFormat(old_surface)) ==NULL)
+ Error(ERR_EXIT, "SDL_DisplayFormat() failed");
+ SDL_SetColorKey(old_surface, 0, 0); /* reset transparent pixel */
+#endif
+ }
+#endif
+
+ UPDATE_BUSY_STATE();
+
FreeBitmap(new_bitmap); /* this actually frees the _old_ bitmap now */
}
/* hot spot */
"0,0"
};
-#if defined(USE_ONE_PIXEL_PLAYFIELD_MOUSEPOINTER)
+#if USE_ONE_PIXEL_PLAYFIELD_MOUSEPOINTER
static const char *cursor_image_dot[] =
{
/* width height num_colors chars_per_pixel */