height = WIN_YSIZE;
}
- if (!setup.fade_screens ||
- fade_delay == 0 ||
- fading.fade_mode == FADE_MODE_NONE)
- {
- if (fade_mode == FADE_MODE_FADE_OUT)
- return;
-
- BlitBitmap(backbuffer, window, x, y, width, height, x, y);
-
- redraw_mask &= ~fade_mask;
+ // when switching screens without fading, set fade delay to zero
+ if (!setup.fade_screens || fading.fade_mode == FADE_MODE_NONE)
+ fade_delay = 0;
+ // do not display black frame when fading out without fade delay
+ if (fade_mode == FADE_MODE_FADE_OUT && fade_delay == 0)
return;
- }
FadeRectangle(x, y, width, height, fade_mode, fade_delay, post_delay,
draw_border_function);
global.anim_status = global.anim_status_next;
// store backbuffer with all animations that will be started after fading in
- if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
- PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
// set screen mode for animations back to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
global.anim_status = GAME_MODE_PSEUDO_FADING;
// store backbuffer with all animations that will be stopped for fading out
- if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
- PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut(void)