X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FDDScrollBuffer.c;h=028af5429569052b93e95cf486d90b4e478e3805;hb=1e83803d7c99eb5232eab7d48a4194de3cf6f77f;hp=66b12072caa2a6751d0b1c402c1a3decd4d65bcd;hpb=8d3d7d213a9691455a49544624bf380e85f43461;p=rocksndiamonds.git diff --git a/src/game_sp/DDScrollBuffer.c b/src/game_sp/DDScrollBuffer.c index 66b12072..028af542 100644 --- a/src/game_sp/DDScrollBuffer.c +++ b/src/game_sp/DDScrollBuffer.c @@ -141,10 +141,11 @@ void DDScrollBuffer_Blt() if (NoDisplayFlag) return; - +#if 0 // --- On Error GoTo BltEH DirectX.GetWindowRect(mhWnd, DR); // --- On Error GoTo 0 +#endif { tX = (DR.right - DR.left) / Stretch; @@ -172,6 +173,26 @@ void DDScrollBuffer_Blt() // DR.top = DR.top - Stretch * (mScrollY + mDestYOff) // End If } + +#if 1 +#if 0 + printf("::: DDScrollBuffer.c: DDScrollBuffer_Blt(): blit from %d, %d [%ld, %ld] [%ld, %ld]\n", + SR.left, SR.top, mScrollX, mScrollY, mDestXOff, mDestYOff); +#endif + +#if 0 + BlitBitmap(screenBitmap, window, + 1600, 320, + SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); +#else + BlitBitmap(screenBitmap, window, + SR.left, SR.top, + SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); +#endif + + return; +#endif + // DDraw.WaitForVerticalBlank DDWAITVB_BLOCKBEGIN, 0 if (IS_NOTHING(&Buffer, sizeof(Buffer))) return; @@ -184,6 +205,7 @@ void DDScrollBuffer_Blt() { switch (L) { +#if 0 case DDERR_GENERIC: Debug.Assert(False); break; @@ -243,6 +265,7 @@ void DDScrollBuffer_Blt() case DDERR_SURFACEBUSY: Debug.Assert(False); break; +#endif case DDERR_SURFACELOST: DDraw.RestoreAllSurfaces(); @@ -256,6 +279,7 @@ void DDScrollBuffer_Blt() // ClipToWindow 0 break; +#if 0 case DDERR_UNSUPPORTED: Debug.Assert(False); break; @@ -267,6 +291,7 @@ void DDScrollBuffer_Blt() default: Debug.Assert(False); break; +#endif } } @@ -290,6 +315,11 @@ void DDScrollBuffer_ScrollTo(int X, int Y) mScrollY = Y; ScrollX = mScrollX; ScrollY = mScrollY; + +#if 1 + printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTo(): mScroll: %ld, %ld [%d, %d]\n", + mScrollX, mScrollY, X, Y); +#endif } void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) @@ -316,16 +346,23 @@ void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) mScrollY = mScrollY + dY * r; ScrollX = mScrollX; ScrollY = mScrollY; + +#if 1 + printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTowards(): mScroll: %ld, %ld\n", + mScrollX, mScrollY); +#endif } void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) { double dx, dY; +#if 0 TickCountObject Tick; +#endif long dT, StepCount; double T, tStep; long oldX, oldY, maxD; - boolean AlreadyRunning; + static boolean AlreadyRunning = False; if (NoDisplayFlag) return; @@ -360,7 +397,11 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) goto SoftScrollEH; // If Claim Then Exit For + +#if 0 Tick.DelayMS(dT, False); +#endif + mScrollX = oldX + T * dx; mScrollY = oldY + T * dY; ScrollX = mScrollX; @@ -371,7 +412,10 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) if (UserDragFlag) goto SoftScrollEH; +#if 0 Tick.DelayMS(dT, False); +#endif + mScrollX = X; mScrollY = Y; ScrollX = mScrollX; @@ -380,4 +424,9 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) SoftScrollEH: AlreadyRunning = False; + +#if 1 + printf("::: DDScrollBuffer.c: DDScrollBuffer_SoftScrollTo(): mScroll: %ld, %ld\n", + mScrollX, mScrollY); +#endif }