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)
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
void FadeOut(int fade_mask)
{
+#if 0
+ DrawMaskedBorder(REDRAW_ALL);
+#endif
+
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
FadeExt(fade_mask, fading.fade_mode, FADE_TYPE_FADE_OUT);
else
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);
}