static void DrawMaskedBorderExt_FIELD(int draw_target)
{
- if (global.border_status >= GAME_MODE_TITLE &&
+ if (global.border_status >= GAME_MODE_MAIN &&
global.border_status <= GAME_MODE_PLAYING &&
border.draw_masked[global.border_status])
DrawMaskedBorderExt_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
static void DrawMaskedBorderExt(int redraw_mask, int draw_target)
{
/* never draw masked screen borders on borderless screens */
- if (game_status == GAME_MODE_LOADING ||
- game_status == GAME_MODE_TITLE)
+ if (global.border_status == GAME_MODE_LOADING ||
+ global.border_status == GAME_MODE_TITLE)
return;
if (redraw_mask & REDRAW_ALL)
void DrawMaskedBorderToTarget(int draw_target)
{
- if (draw_target == DRAW_BORDER_TO_SCREEN)
+ if (draw_target == DRAW_BORDER_TO_BACKBUFFER ||
+ draw_target == DRAW_BORDER_TO_SCREEN)
{
DrawMaskedBorderExt(REDRAW_ALL, draw_target);
}
global.border_status = gfx.fade_border_source_status;
gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_source;
}
- else
+ else if (draw_target == DRAW_BORDER_TO_FADE_TARGET)
{
global.border_status = gfx.fade_border_target_status;
gfx.masked_border_bitmap_ptr = gfx.fade_bitmap_target;