/* select level set with EMC X11 graphics before activating EM GFX debugging */
-#define DEBUG_EM_GFX 0
+#define DEBUG_EM_GFX FALSE
+#define DEBUG_FRAME_TIME FALSE
/* tool button identifiers */
#define TOOL_CTRL_ID_YES 0
{
Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
+ if (x == -1 && y == -1)
+ return;
+
if (blit_to_screen)
BlitToScreenMasked(bitmap, x, y, width, height, x, y);
else
font_nr, BLIT_OPAQUE);
}
+#if DEBUG_FRAME_TIME
+static void PrintFrameTimeDebugging()
+{
+ static unsigned int last_counter = 0;
+ unsigned int counter = Counter();
+ int diff_1 = counter - last_counter;
+ int diff_2 = diff_1 - GAME_FRAME_DELAY;
+ int diff_2_max = 20;
+ int diff_2_cut = MIN(ABS(diff_2), diff_2_max);
+ char diff_bar[2 * diff_2_max + 5];
+ int pos = 0;
+ int i;
+
+ diff_bar[pos++] = (diff_2 < -diff_2_max ? '<' : ' ');
+
+ for (i = 0; i < diff_2_max; i++)
+ diff_bar[pos++] = (diff_2 >= 0 ? ' ' :
+ i >= diff_2_max - diff_2_cut ? '-' : ' ');
+
+ diff_bar[pos++] = '|';
+
+ for (i = 0; i < diff_2_max; i++)
+ diff_bar[pos++] = (diff_2 <= 0 ? ' ' : i < diff_2_cut ? '+' : ' ');
+
+ diff_bar[pos++] = (diff_2 > diff_2_max ? '>' : ' ');
+
+ diff_bar[pos++] = '\0';
+
+ Error(ERR_INFO, "%06d [%02d] [%c%02d] %s",
+ counter,
+ diff_1,
+ (diff_2 < 0 ? '-' : diff_2 > 0 ? '+' : ' '), ABS(diff_2),
+ diff_bar);
+
+ last_counter = counter;
+}
+#endif
+
void BackToFront()
{
+ static int last_redraw_mask = REDRAW_NONE;
+
+ // force screen redraw in every frame to continue drawing global animations
+ // (but always use the last redraw mask to prevent unwanted side effects)
if (redraw_mask == REDRAW_NONE)
- return;
+ redraw_mask = last_redraw_mask;
+
+ last_redraw_mask = redraw_mask;
#if 1
// masked border now drawn immediately when blitting backbuffer to window
}
redraw_mask = REDRAW_NONE;
+
+#if DEBUG_FRAME_TIME
+ PrintFrameTimeDebugging();
+#endif
}
static void FadeCrossSaveBackbuffer()
redraw_mask &= ~fade_mask;
}
+static void SetAnimStatus_BeforeFadingOut()
+{
+ global.anim_status = GAME_MODE_PSEUDO_FADING;
+}
+
+static void SetAnimStatus_AfterFadingIn()
+{
+ global.anim_status = global.anim_status_next;
+
+ // force update of global animation status in case of rapid screen changes
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
+}
+
void FadeIn(int fade_mask)
{
#if 1
FADE_SY = REAL_SY;
FADE_SXSIZE = FULL_SXSIZE;
FADE_SYSIZE = FULL_SYSIZE;
+
+ SetAnimStatus_AfterFadingIn();
}
void FadeOut(int fade_mask)
{
+ SetAnimStatus_BeforeFadingOut();
+
#if 0
DrawMaskedBorder(REDRAW_ALL);
#endif
tile_size, tile_size);
/* force DOOR font inside door area */
- game_status = GAME_MODE_PSEUDO_DOOR;
+ SetGameStatus(GAME_MODE_PSEUDO_DOOR);
DrawTextBuffer(sx + sx_offset, sy + sy_offset, text_final, font_nr,
line_length, -1, max_lines, line_spacing, mask_mode,
request.autowrap, request.centered, FALSE);
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
for (i = 0; i < NUM_TOOL_BUTTONS; i++)
RedrawGadget(tool_gadget[i]);
DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
return;
}
DrawPreviewLevelLabelExt(label_state);
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
}
void DrawPreviewLevelInitial()
DrawBackground(DX, DY, DXSIZE, DYSIZE);
/* force DOOR font inside door area */
- game_status = GAME_MODE_PSEUDO_DOOR;
+ SetGameStatus(GAME_MODE_PSEUDO_DOOR);
/* write text for request */
for (text_ptr = text, ty = 0; ty < MAX_REQUEST_LINES; ty++)
// text_ptr += tl + (tc == ' ' || tc == '?' || tc == '!' ? 1 : 0);
}
- game_status = last_game_status; /* restore current game status */
+ SetGameStatus(last_game_status); /* restore current game status */
if (req_state & REQ_ASK)
{
{ DX, DY, DXSIZE, DYSIZE },
{ VX, VY, VXSIZE, VYSIZE }
};
- static int door1 = DOOR_OPEN_1;
+ static int door1 = DOOR_CLOSE_1;
static int door2 = DOOR_CLOSE_2;
unsigned int door_delay = 0;
unsigned int door_delay_value;
*height = MAX(*height, height2);
}
+void SetGameStatus(int game_status_new)
+{
+ game_status = game_status_new;
+
+ global.anim_status_next = game_status;
+}
+
void ChangeViewportPropertiesIfNeeded()
{
int gfx_game_mode = game_status;