redraw_mask |= REDRAW_FIELD;
#if 0
- /* !!! TEST ONLY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1 */
+ // never redraw single tiles, always redraw the whole field
+ // (redrawing single tiles up to a certain threshold was faster on old,
+ // now legacy graphics, but slows things down on modern graphics now)
+ // UPDATE: this is now globally defined by value of REDRAWTILES_THRESHOLD
+ if (redraw_mask & REDRAW_TILES)
+ redraw_mask |= REDRAW_FIELD;
+#endif
+
+#if 0
+ /* !!! TEST ONLY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
/* (force full redraw) */
if (game_status == GAME_MODE_PLAYING)
redraw_mask |= REDRAW_FIELD;
if (redraw_mask == REDRAW_NONE)
return;
+#if 0
+ printf("::: ");
+ if (redraw_mask & REDRAW_ALL)
+ printf("[REDRAW_ALL]");
+ if (redraw_mask & REDRAW_FIELD)
+ printf("[REDRAW_FIELD]");
+ if (redraw_mask & REDRAW_TILES)
+ printf("[REDRAW_TILES]");
+ if (redraw_mask & REDRAW_DOOR_1)
+ printf("[REDRAW_DOOR_1]");
+ if (redraw_mask & REDRAW_DOOR_2)
+ printf("[REDRAW_DOOR_2]");
+ if (redraw_mask & REDRAW_FROM_BACKBUFFER)
+ printf("[REDRAW_FROM_BACKBUFFER]");
+ printf(" [%d]\n", FrameCounter);
+#endif
+
if (redraw_mask & REDRAW_TILES &&
game_status == GAME_MODE_PLAYING &&
border.draw_masked[GAME_MODE_PLAYING])
ClearRectangleOnBackground(backbuffer, x, y, width, height);
#endif
+#if 1
+ /* (this only works for the current arrangement of playfield and panels) */
+ if (x < gfx.dx)
+ redraw_mask |= REDRAW_FIELD;
+ else if (y < gfx.vy)
+ redraw_mask |= REDRAW_DOOR_1;
+ else
+ redraw_mask |= REDRAW_DOOR_2;
+#else
+ /* (this is just wrong (when drawing to one of the two door panel areas)) */
redraw_mask |= REDRAW_FIELD;
+#endif
}
void DrawBackgroundForFont(int x, int y, int width, int height, int font_nr)
int mask_mode = (src_bitmap != NULL ? BLIT_MASKED : BLIT_ON_BACKGROUND);
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
- unsigned long anim_delay = 0;
+ unsigned int anim_delay = 0;
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int anim_delay_value = (no_delay ? 0 : frame_delay_value);
int font_nr = FONT_ENVELOPE_1 + envelope_nr;
SetDrawtoField(DRAW_BUFFERED);
+#if 1
+ BlitScreenToBitmap(backbuffer);
+#else
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+#endif
SetDrawtoField(DRAW_BACKBUFFER);
int mask_mode = (src_bitmap != NULL ? BLIT_MASKED : BLIT_ON_BACKGROUND);
boolean ffwd_delay = (tape.playing && tape.fast_forward);
boolean no_delay = (tape.warp_forward);
- unsigned long anim_delay = 0;
+ unsigned int anim_delay = 0;
int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
int anim_delay_value = (no_delay ? 0 : frame_delay_value);
#if 1
#else
SetDrawtoField(DRAW_BUFFERED);
+#if 1
+ BlitScreenToBitmap(backbuffer);
+#else
BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
+#endif
SetDrawtoField(DRAW_BACKBUFFER);
#endif
void DrawPreviewLevel(boolean restart)
{
- static unsigned long scroll_delay = 0;
- static unsigned long label_delay = 0;
+ static unsigned int scroll_delay = 0;
+ static unsigned int label_delay = 0;
static int from_x, from_y, scroll_direction;
static int label_state, label_counter;
- unsigned long scroll_delay_value = preview.step_delay;
+ unsigned int scroll_delay_value = preview.step_delay;
boolean show_level_border = (BorderElement != EL_EMPTY);
int level_xsize = lev_fieldx + (show_level_border ? 2 : 0);
int level_ysize = lev_fieldy + (show_level_border ? 2 : 0);
break;
case KSYM_Escape:
+#if defined(TARGET_SDL2)
+ case KSYM_Back:
+#endif
result = 0;
break;
{
static int door1 = DOOR_OPEN_1;
static int door2 = DOOR_CLOSE_2;
- unsigned long door_delay = 0;
- unsigned long door_delay_value;
+ unsigned int door_delay = 0;
+ unsigned int door_delay_value;
int stepsize = 1;
if (door_1.width < 0 || door_1.width > DXSIZE)
/* ---------- new tool button stuff ---------------------------------------- */
+#if 1
+
+static struct
+{
+ int graphic;
+ struct TextPosInfo *pos;
+ int gadget_id;
+ char *infotext;
+} toolbutton_info[NUM_TOOL_BUTTONS] =
+{
+ {
+ IMG_REQUEST_BUTTON_GFX_YES, &request.button.yes,
+ TOOL_CTRL_ID_YES, "yes"
+ },
+ {
+ IMG_REQUEST_BUTTON_GFX_NO, &request.button.no,
+ TOOL_CTRL_ID_NO, "no"
+ },
+ {
+ IMG_REQUEST_BUTTON_GFX_CONFIRM, &request.button.confirm,
+ TOOL_CTRL_ID_CONFIRM, "confirm"
+ },
+ {
+ IMG_REQUEST_BUTTON_GFX_PLAYER_1, &request.button.player_1,
+ TOOL_CTRL_ID_PLAYER_1, "player 1"
+ },
+ {
+ IMG_REQUEST_BUTTON_GFX_PLAYER_2, &request.button.player_2,
+ TOOL_CTRL_ID_PLAYER_2, "player 2"
+ },
+ {
+ IMG_REQUEST_BUTTON_GFX_PLAYER_3, &request.button.player_3,
+ TOOL_CTRL_ID_PLAYER_3, "player 3"
+ },
+ {
+ IMG_REQUEST_BUTTON_GFX_PLAYER_4, &request.button.player_4,
+ TOOL_CTRL_ID_PLAYER_4, "player 4"
+ }
+};
+
+void CreateToolButtons()
+{
+ int i;
+
+ for (i = 0; i < NUM_TOOL_BUTTONS; i++)
+ {
+ struct GraphicInfo *gfx = &graphic_info[toolbutton_info[i].graphic];
+ struct TextPosInfo *pos = toolbutton_info[i].pos;
+ struct GadgetInfo *gi;
+ Bitmap *deco_bitmap = None;
+ int deco_x = 0, deco_y = 0, deco_xpos = 0, deco_ypos = 0;
+ unsigned int event_mask = GD_EVENT_RELEASED;
+ int gd_x = gfx->src_x;
+ int gd_y = gfx->src_y;
+ int gd_xp = gfx->src_x + gfx->pressed_xoffset;
+ int gd_yp = gfx->src_y + gfx->pressed_yoffset;
+ int id = i;
+
+ if (id >= TOOL_CTRL_ID_PLAYER_1 && id <= TOOL_CTRL_ID_PLAYER_4)
+ {
+ int player_nr = id - TOOL_CTRL_ID_PLAYER_1;
+
+ getSizedGraphicSource(PLAYER_NR_GFX(IMG_PLAYER_1, player_nr), 0,
+ pos->size, &deco_bitmap, &deco_x, &deco_y);
+ deco_xpos = (gfx->width - pos->size) / 2;
+ deco_ypos = (gfx->height - pos->size) / 2;
+ }
+
+ gi = CreateGadget(GDI_CUSTOM_ID, id,
+ GDI_INFO_TEXT, toolbutton_info[i].infotext,
+ GDI_X, DX + pos->x,
+ GDI_Y, DY + pos->y,
+ GDI_WIDTH, gfx->width,
+ GDI_HEIGHT, gfx->height,
+ GDI_TYPE, GD_TYPE_NORMAL_BUTTON,
+ GDI_STATE, GD_BUTTON_UNPRESSED,
+ GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
+ GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
+ GDI_DECORATION_DESIGN, deco_bitmap, deco_x, deco_y,
+ GDI_DECORATION_POSITION, deco_xpos, deco_ypos,
+ GDI_DECORATION_SIZE, pos->size, pos->size,
+ GDI_DECORATION_SHIFTING, 1, 1,
+ GDI_DIRECT_DRAW, FALSE,
+ GDI_EVENT_MASK, event_mask,
+ GDI_CALLBACK_ACTION, HandleToolButtons,
+ GDI_END);
+
+ if (gi == NULL)
+ Error(ERR_EXIT, "cannot create gadget");
+
+ tool_gadget[id] = gi;
+ }
+}
+
+#else
+
/* graphic position values for tool buttons */
#define TOOL_BUTTON_YES_XPOS 2
#define TOOL_BUTTON_YES_YPOS 250
Bitmap *deco_bitmap = None;
int deco_x = 0, deco_y = 0, deco_xpos = 0, deco_ypos = 0;
struct GadgetInfo *gi;
- unsigned long event_mask;
+ unsigned int event_mask;
int gd_xoffset, gd_yoffset;
int gd_x1, gd_x2, gd_y;
int id = i;
}
}
+#endif
+
void FreeToolButtons()
{
int i;
return game_frame_delay_value;
}
-unsigned int InitRND(long seed)
+unsigned int InitRND(int seed)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
return InitEngineRandom_EM(seed);
boolean any_player_moving,
boolean player_is_dropping)
{
- int i;
-
if (tape.single_step && tape.recording && !tape.pausing)
{
+#if 0
boolean active_players = FALSE;
+ int i;
for (i = 0; i < MAX_PLAYERS; i++)
if (action[i] != JOY_NO_ACTION)
active_players = TRUE;
+#endif
// if (frame == 0)
if (frame == 0 && !player_is_dropping)
boolean change_fullscreen_mode = (video.fullscreen_enabled &&
!strEqual(setup.fullscreen_mode,
video.fullscreen_mode_current));
+ boolean change_window_scaling_percent = (!video.fullscreen_enabled &&
+ setup.window_scaling_percent !=
+ video.window_scaling_percent);
- if (!video.fullscreen_available)
+ if (change_window_scaling_percent && video.fullscreen_enabled)
return;
- if (change_fullscreen || change_fullscreen_mode)
+ if (!change_window_scaling_percent && !video.fullscreen_available)
+ return;
+
+#if defined(TARGET_SDL2)
+ if (change_window_scaling_percent)
+ {
+ SDLSetWindowScaling(setup.window_scaling_percent);
+
+ return;
+ }
+ else if (change_fullscreen)
+ {
+ SDLSetWindowFullscreen(setup.fullscreen);
+
+ /* set setup value according to successfully changed fullscreen mode */
+ setup.fullscreen = video.fullscreen_enabled;
+
+ return;
+ }
+#endif
+
+ if (change_fullscreen ||
+ change_fullscreen_mode ||
+ change_window_scaling_percent)
{
Bitmap *tmp_backbuffer = CreateBitmap(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH);
video.fullscreen_enabled = FALSE; /* force new fullscreen mode */
}
+ if (change_window_scaling_percent)
+ {
+ /* keep window mode, but change window scaling */
+ video.fullscreen_enabled = TRUE; /* force new window scaling */
+ }
+
/* toggle fullscreen */
ChangeVideoModeIfNeeded(setup.fullscreen);
+ /* set setup value according to successfully changed fullscreen mode */
setup.fullscreen = video.fullscreen_enabled;
/* restore backbuffer content from temporary backbuffer backup bitmap */