level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
/* currently there is no partial redraw -- always redraw whole playfield */
-
RedrawPlayfield_EM(TRUE);
/* blit playfield from scroll buffer to normal back buffer for fading in */
}
}
+ if (force_redraw)
+ {
+ x = gfx.sx;
+ y = gfx.sy;
+ width = gfx.sxsize;
+ height = gfx.sysize;
+ }
+
BlitBitmap(drawto, window, x, y, width, height, x, y);
}
+void DrawMaskedBorder_FIELD()
+{
+ if (game_status >= GAME_MODE_TITLE &&
+ game_status <= GAME_MODE_PLAYING &&
+ border.draw_masked[game_status])
+ BlitBitmapMasked(graphic_info[IMG_GLOBAL_BORDER].bitmap, backbuffer,
+ REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ REAL_SX, REAL_SY);
+}
+
+void DrawMaskedBorder_DOOR_1()
+{
+ if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
+ (game_status != GAME_MODE_EDITOR ||
+ border.draw_masked[GFX_SPECIAL_ARG_EDITOR]))
+ BlitBitmapMasked(graphic_info[IMG_GLOBAL_BORDER].bitmap, backbuffer,
+ DX, DY, DXSIZE, DYSIZE, DX, DY);
+}
+
+void DrawMaskedBorder_DOOR_2()
+{
+ if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] &&
+ game_status != GAME_MODE_EDITOR)
+ BlitBitmapMasked(graphic_info[IMG_GLOBAL_BORDER].bitmap, backbuffer,
+ VX, VY, VXSIZE, VYSIZE, VX, VY);
+}
+
+void DrawMaskedBorder_DOOR_3()
+{
+ /* currently not available */
+}
+
+void DrawMaskedBorder_ALL()
+{
+ DrawMaskedBorder_FIELD();
+ DrawMaskedBorder_DOOR_1();
+ DrawMaskedBorder_DOOR_2();
+ DrawMaskedBorder_DOOR_3();
+}
+
+void DrawMaskedBorder(int redraw_mask)
+{
+ if (redraw_mask & REDRAW_ALL)
+ DrawMaskedBorder_ALL();
+ else
+ {
+ if (redraw_mask & REDRAW_FIELD)
+ DrawMaskedBorder_FIELD();
+ if (redraw_mask & REDRAW_DOOR_1)
+ DrawMaskedBorder_DOOR_1();
+ if (redraw_mask & REDRAW_DOOR_2)
+ DrawMaskedBorder_DOOR_2();
+ if (redraw_mask & REDRAW_DOOR_3)
+ DrawMaskedBorder_DOOR_3();
+ }
+}
+
void BackToFront()
{
int x,y;
if (redraw_mask == REDRAW_NONE)
return;
+ if (redraw_mask & REDRAW_TILES &&
+ game_status == GAME_MODE_PLAYING &&
+ border.draw_masked[game_status])
+ redraw_mask |= REDRAW_FIELD;
+
if (global.fps_slowdown && game_status == GAME_MODE_PLAYING)
{
static boolean last_frame_skipped = FALSE;
SyncDisplay();
+#if 1
+ DrawMaskedBorder(redraw_mask);
+#endif
+
if (redraw_mask & REDRAW_ALL)
{
+#if 0
+ DrawMaskedBorder(REDRAW_ALL);
+#endif
BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
redraw_mask = REDRAW_NONE;
if (game_status != GAME_MODE_PLAYING ||
redraw_mask & REDRAW_FROM_BACKBUFFER)
{
+#if 0
+ DrawMaskedBorder(REDRAW_FIELD);
+#endif
BlitBitmap(backbuffer, window,
REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
}
ABS(ScreenMovPos) == ScrollStepSize ||
redraw_tiles > REDRAWTILES_THRESHOLD)
{
+#if 1
+ if (border.draw_masked[GFX_SPECIAL_ARG_MAIN])
+ {
+ BlitBitmap(buffer, backbuffer, fx, fy, SXSIZE, SYSIZE, SX, SY);
+
+ DrawMaskedBorder(REDRAW_FIELD);
+ BlitBitmap(backbuffer, window,
+ REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE,
+ REAL_SX, REAL_SY);
+ }
+ else
+ BlitBitmap(buffer, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+#else
BlitBitmap(buffer, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
+#endif
#if 0
#ifdef DEBUG
if (redraw_mask & REDRAW_DOORS)
{
if (redraw_mask & REDRAW_DOOR_1)
+ {
+#if 0
+ DrawMaskedBorder(REDRAW_DOOR_1);
+#endif
BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
+ }
if (redraw_mask & REDRAW_DOOR_2)
+ {
+#if 0
+ DrawMaskedBorder(REDRAW_DOOR_2);
+#endif
BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY);
+ }
if (redraw_mask & REDRAW_DOOR_3)
+ {
+#if 0
+ DrawMaskedBorder(REDRAW_DOOR_3);
+#endif
BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
+ }
redraw_mask &= ~REDRAW_DOORS;
}
void FadeExt(int fade_mask, int fade_mode)
{
+ void (*draw_border_function)(void) = NULL;
Bitmap *bitmap = (fade_mode == FADE_MODE_CROSSFADE ? bitmap_db_cross : NULL);
int fade_delay = menu.fade_delay;
int post_delay = (fade_mode == FADE_MODE_FADE_OUT ? menu.post_delay : 0);
y = REAL_SY;
width = FULL_SXSIZE;
height = FULL_SYSIZE;
+
+ draw_border_function = DrawMaskedBorder_FIELD;
}
else /* REDRAW_ALL */
{
return;
}
- FadeRectangle(bitmap, x, y, width, height, fade_mode, fade_delay, post_delay);
+ FadeRectangle(bitmap, x, y, width, height, fade_mode, fade_delay, post_delay,
+ draw_border_function);
redraw_mask &= ~fade_mask;
}
button_status = MB_RELEASED;
+#if 1
+ ClearEventQueue();
+#endif
+
while (still_wait)
{
if (PendingEvent())
DoAnimation();
+#if 1
+ if (!PendingEvent()) /* delay only if no pending events */
+ Delay(10);
+#else
/* don't eat all CPU time */
Delay(10);
+#endif
}
if (game_status != GAME_MODE_MAIN)
GDI_DECORATION_POSITION, deco_xpos, deco_ypos,
GDI_DECORATION_SIZE, MINI_TILEX, MINI_TILEY,
GDI_DECORATION_SHIFTING, 1, 1,
+ GDI_DIRECT_DRAW, FALSE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleToolButtons,
GDI_END);
unsigned int InitRND(long seed)
{
if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
- return InitEngineRND_EM(seed);
+ return InitEngineRandom_EM(seed);
else
- return InitEngineRND(seed);
+ return InitEngineRandom_RND(seed);
}
void InitGraphicInfo_EM(void)
void ToggleFullscreenIfNeeded()
{
+ boolean change_fullscreen = (setup.fullscreen !=
+ video.fullscreen_enabled);
+ boolean change_fullscreen_mode = (video.fullscreen_enabled &&
+ !strEqual(setup.fullscreen_mode,
+ video.fullscreen_mode_current));
+
+ if (!video.fullscreen_available)
+ return;
+
+#if 1
+ if (change_fullscreen || change_fullscreen_mode)
+#else
if (setup.fullscreen != video.fullscreen_enabled ||
setup.fullscreen_mode != video.fullscreen_mode_current)
+#endif
{
Bitmap *tmp_backbuffer = CreateBitmap(WIN_XSIZE, WIN_YSIZE, DEFAULT_DEPTH);
/* save backbuffer content which gets lost when toggling fullscreen mode */
BlitBitmap(backbuffer, tmp_backbuffer, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+#if 1
+ if (change_fullscreen_mode)
+#else
if (setup.fullscreen && video.fullscreen_enabled)
+#endif
{
- /* keep fullscreen mode, but change screen mode */
+ /* keep fullscreen, but change fullscreen mode (screen resolution) */
+#if 1
+ /* (this is now set in sdl.c) */
+#else
video.fullscreen_mode_current = setup.fullscreen_mode;
- video.fullscreen_enabled = FALSE;
+#endif
+ video.fullscreen_enabled = FALSE; /* force new fullscreen mode */
}
/* toggle fullscreen */
ChangeVideoModeIfNeeded(setup.fullscreen);
+
setup.fullscreen = video.fullscreen_enabled;
/* restore backbuffer content from temporary backbuffer backup bitmap */
FreeBitmap(tmp_backbuffer);
+#if 1
+ /* update visible window/screen */
+ BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+#else
redraw_mask = REDRAW_ALL;
+#endif
}
}