}
#endif
+static int unifiedRedrawMask(int mask)
+{
+ if (mask & REDRAW_ALL)
+ return REDRAW_ALL;
+
+ if (mask & REDRAW_FIELD && mask & REDRAW_DOORS)
+ return REDRAW_ALL;
+
+ return mask;
+}
+
+static boolean equalRedrawMasks(int mask_1, int mask_2)
+{
+ return unifiedRedrawMask(mask_1) == unifiedRedrawMask(mask_2);
+}
+
void BackToFront()
{
static int last_redraw_mask = REDRAW_NONE;
if (redraw_mask & REDRAW_FPS)
DrawFramesPerSecond();
+ // remove playfield redraw before potentially merging with doors redraw
+ if (DrawingDeactivated(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE))
+ redraw_mask &= ~REDRAW_FIELD;
+
// redraw complete window if both playfield and (some) doors need redraw
if (redraw_mask & REDRAW_FIELD && redraw_mask & REDRAW_DOORS)
redraw_mask = REDRAW_ALL;
}
else if (redraw_mask & REDRAW_DOORS)
{
+ // merge door areas to prevent calling screen redraw more than once
+ int x1 = WIN_XSIZE;
+ int y1 = WIN_YSIZE;
+ int x2 = 0;
+ int y2 = 0;
+
if (redraw_mask & REDRAW_DOOR_1)
- BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
+ {
+ x1 = MIN(x1, DX);
+ y1 = MIN(y1, DY);
+ x2 = MAX(x2, DX + DXSIZE);
+ y2 = MAX(y2, DY + DYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_2)
- BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY);
+ {
+ x1 = MIN(x1, VX);
+ y1 = MIN(y1, VY);
+ x2 = MAX(x2, VX + VXSIZE);
+ y2 = MAX(y2, VY + VYSIZE);
+ }
if (redraw_mask & REDRAW_DOOR_3)
- BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
+ {
+ x1 = MIN(x1, EX);
+ y1 = MIN(y1, EY);
+ x2 = MAX(x2, EX + EXSIZE);
+ y2 = MAX(y2, EY + EYSIZE);
+ }
+
+ BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1);
}
redraw_mask = REDRAW_NONE;
SetVideoFrameDelay(frame_delay_value_old);
}
+static int fade_type_skip = FADE_TYPE_NONE;
+
static void FadeExt(int fade_mask, int fade_mode, int fade_type)
{
- static int fade_type_skip = FADE_TYPE_NONE;
void (*draw_border_function)(void) = NULL;
int x, y, width, height;
int fade_delay, post_delay;
global.anim_status = global.anim_status_next;
// store backbuffer with all animations that will be started after fading in
- PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
+ PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
// set screen mode for animations back to fading
global.anim_status = GAME_MODE_PSEUDO_FADING;
gfx.fade_border_source_status = global.border_status;
global.anim_status = global.anim_status_next;
-
- // force update of global animation status in case of rapid screen changes
- redraw_mask = REDRAW_ALL;
- BackToFront();
}
static void SetScreenStates_BeforeFadingOut()
global.anim_status = GAME_MODE_PSEUDO_FADING;
// store backbuffer with all animations that will be stopped for fading out
- PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+ if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
+ PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
}
static void SetScreenStates_AfterFadingOut()
FADE_SYSIZE = FULL_SYSIZE;
SetScreenStates_AfterFadingIn();
+
+ // force update of global animation status in case of rapid screen changes
+ redraw_mask = REDRAW_ALL;
+ BackToFront();
}
void FadeOut(int fade_mask)
{
+ // update screen if areas covered by "fade_mask" and "redraw_mask" differ
+ if (!equalRedrawMasks(fade_mask, redraw_mask))
+ BackToFront();
+
SetScreenStates_BeforeFadingOut();
#if 0