static struct GadgetInfo *tool_gadget[NUM_TOOL_BUTTONS];
static int request_gadget_id = -1;
+static unsigned int sync_frame_delay = 0;
+static unsigned int sync_frame_delay_value = GAME_FRAME_DELAY;
+
static char *print_if_not_empty(int element)
{
static char *s = NULL;
gfx.sx, gfx.sy);
}
-void DrawMaskedBorder_Rect(int x, int y, int width, int height)
+static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height,
+ boolean blit_to_screen)
{
Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
- BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y);
+ if (blit_to_screen)
+ BlitToScreenMasked(bitmap, x, y, width, height, x, y);
+ else
+ BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y);
}
-void DrawMaskedBorder_FIELD()
+static void DrawMaskedBorderExt_FIELD(boolean blit_to_screen)
{
if (global.border_status >= GAME_MODE_TITLE &&
global.border_status <= GAME_MODE_PLAYING &&
border.draw_masked[global.border_status])
- DrawMaskedBorder_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE);
+ DrawMaskedBorderExt_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ blit_to_screen);
}
-void DrawMaskedBorder_DOOR_1()
+static void DrawMaskedBorderExt_DOOR_1(boolean blit_to_screen)
{
+ // only draw border over closed doors when drawing to backbuffer
+ if (!blit_to_screen && (GetDoorState() & DOOR_OPEN_1))
+ return;
+
if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
(global.border_status != GAME_MODE_EDITOR ||
border.draw_masked[GFX_SPECIAL_ARG_EDITOR]))
- DrawMaskedBorder_Rect(DX, DY, DXSIZE, DYSIZE);
+ DrawMaskedBorderExt_Rect(DX, DY, DXSIZE, DYSIZE, blit_to_screen);
}
-void DrawMaskedBorder_DOOR_2()
+static void DrawMaskedBorderExt_DOOR_2(boolean blit_to_screen)
{
+ // only draw border over closed doors when drawing to backbuffer
+ if (!blit_to_screen && (GetDoorState() & DOOR_OPEN_2))
+ return;
+
if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
global.border_status != GAME_MODE_EDITOR)
- DrawMaskedBorder_Rect(VX, VY, VXSIZE, VYSIZE);
+ DrawMaskedBorderExt_Rect(VX, VY, VXSIZE, VYSIZE, blit_to_screen);
}
-void DrawMaskedBorder_DOOR_3()
+static void DrawMaskedBorderExt_DOOR_3(boolean blit_to_screen)
{
/* currently not available */
}
-void DrawMaskedBorder_ALL()
+static void DrawMaskedBorderExt_ALL(boolean blit_to_screen)
{
- DrawMaskedBorder_FIELD();
- DrawMaskedBorder_DOOR_1();
- DrawMaskedBorder_DOOR_2();
- DrawMaskedBorder_DOOR_3();
+ DrawMaskedBorderExt_FIELD(blit_to_screen);
+ DrawMaskedBorderExt_DOOR_1(blit_to_screen);
+ DrawMaskedBorderExt_DOOR_2(blit_to_screen);
+ DrawMaskedBorderExt_DOOR_3(blit_to_screen);
}
-void DrawMaskedBorder(int redraw_mask)
+static void DrawMaskedBorderExt(int redraw_mask, boolean blit_to_screen)
{
/* never draw masked screen borders on borderless screens */
if (game_status == GAME_MODE_LOADING ||
return;
if (redraw_mask & REDRAW_ALL)
- DrawMaskedBorder_ALL();
+ DrawMaskedBorderExt_ALL(blit_to_screen);
else
{
if (redraw_mask & REDRAW_FIELD)
- DrawMaskedBorder_FIELD();
+ DrawMaskedBorderExt_FIELD(blit_to_screen);
if (redraw_mask & REDRAW_DOOR_1)
- DrawMaskedBorder_DOOR_1();
+ DrawMaskedBorderExt_DOOR_1(blit_to_screen);
if (redraw_mask & REDRAW_DOOR_2)
- DrawMaskedBorder_DOOR_2();
+ DrawMaskedBorderExt_DOOR_2(blit_to_screen);
if (redraw_mask & REDRAW_DOOR_3)
- DrawMaskedBorder_DOOR_3();
+ DrawMaskedBorderExt_DOOR_3(blit_to_screen);
}
}
+void DrawMaskedBorder_FIELD()
+{
+ DrawMaskedBorderExt_FIELD(FALSE);
+}
+
+void DrawMaskedBorder(int redraw_mask)
+{
+ DrawMaskedBorderExt(redraw_mask, FALSE);
+}
+
+void DrawMaskedBorderToScreen(int redraw_mask)
+{
+ DrawMaskedBorderExt(redraw_mask, TRUE);
+}
+
void BlitScreenToBitmap_RND(Bitmap *target_bitmap)
{
int fx = FX, fy = FY;
if (redraw_mask == REDRAW_NONE)
return;
+#if 1
+ // masked border now drawn immediately when blitting backbuffer to window
+#else
// draw masked border to all viewports, if defined
DrawMaskedBorder(redraw_mask);
+#endif
// draw frames per second (only if debug mode is enabled)
if (redraw_mask & REDRAW_FPS)
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
+ DrawMaskedBorder(REDRAW_ALL);
+#endif
+
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_IN);
else
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
+
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_OUT);
else
}
*bitmap = src_bitmap;
- *x = src_x * tilesize / TILESIZE;
- *y = src_y * tilesize / TILESIZE;
+ *x = src_x * tilesize / g->tile_size;
+ *y = src_y * tilesize / g->tile_size;
}
void getFixedGraphicSourceExt(int graphic, int frame, Bitmap **bitmap,
*x = src_x + frame * g->offset_x;
*y = src_y + frame * g->offset_y;
}
+
+ *x = *x * TILESIZE_VAR / g->tile_size;
+ *y = *y * TILESIZE_VAR / g->tile_size;
}
void getGraphicSource(int graphic, int frame, Bitmap **bitmap, int *x, int *y)
void DrawFixedGraphicThruMaskExt(DrawBuffer *d, int dst_x, int dst_y,
int graphic, int frame)
{
- struct GraphicInfo *g = &graphic_info[graphic];
Bitmap *src_bitmap;
int src_x, src_y;
getFixedGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
- BlitBitmapMasked(src_bitmap, d, src_x, src_y, g->width, g->height,
+ BlitBitmapMasked(src_bitmap, d, src_x, src_y, TILEX, TILEY,
dst_x, dst_y);
}
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]);
ystart = yend;
end = 0;
}
- else
- {
- if (action == ACTION_OPENING)
- PlayMenuSoundStereo(SND_DOOR_OPENING, SOUND_MIDDLE);
- else if (action == ACTION_CLOSING)
- PlayMenuSoundStereo(SND_DOOR_CLOSING, SOUND_MIDDLE);
- }
for (i = start; i <= end; 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()
DoAnimation();
- /* don't eat all CPU time */
- Delay(10);
+ WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value);
}
}
else
{
DoAnimation();
-
- if (!PendingEvent()) /* delay only if no pending events */
- Delay(10);
}
BackToFront();
+
+ WaitUntilDelayReached(&sync_frame_delay, sync_frame_delay_value);
}
return result;
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)
{
if (door_state & DOOR_ACTION_2)
door2 = door_state & DOOR_ACTION_2;
+ // draw masked border over door area
+ DrawMaskedBorder(REDRAW_DOOR_1);
+ DrawMaskedBorder(REDRAW_DOOR_2);
+
return (door1 | door2);
}
*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;
init_video_buffer = TRUE;
init_gfx_buffers = TRUE;
+ init_gadgets_and_toons = TRUE;
// printf("::: video: init_video_buffer, init_gfx_buffers\n");
}
// printf("::: init_video_buffer\n");
InitVideoBuffer(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH, setup.fullscreen);
+ InitImageTextures();
}
if (init_gadgets_and_toons)
InitGadgets();
InitToons();
+ InitGlobalAnimations();
}
if (init_em_graphics)