X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Fgame_sp%2FDDScrollBuffer.c;h=48a35ef12084aeb44410caeedc9b2586c91e2af1;hb=3c080c7b33b6dfcc6e0039b592c5f268535873e7;hp=028af5429569052b93e95cf486d90b4e478e3805;hpb=0f5b7f63f2d3d75ba646795a3c1ea9fc4cee4845;p=rocksndiamonds.git diff --git a/src/game_sp/DDScrollBuffer.c b/src/game_sp/DDScrollBuffer.c index 028af542..48a35ef1 100644 --- a/src/game_sp/DDScrollBuffer.c +++ b/src/game_sp/DDScrollBuffer.c @@ -131,7 +131,7 @@ void DDScrollBuffer_Cls(int BackColor) Buffer.BltColorFill(EmptyRect, BackColor); } -void DDScrollBuffer_Blt() +void DDScrollBuffer_Blt_Ext(Bitmap *target_bitmap) { RECT DR, SR; long tX, tY, L; @@ -175,22 +175,36 @@ void DDScrollBuffer_Blt() } #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, + /* !!! quick and dirty -- FIX THIS !!! */ + if (tape.playing && tape.fast_forward && + target_bitmap == window && + (FrameCounter % 2) != 0) + printf("::: FrameCounter == %d\n", FrameCounter); +#endif + +#if 1 + SyncDisplay(); +#endif + +#if 1 + BlitBitmap(screenBitmap, target_bitmap, SR.left, SR.top, SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY); #endif +#if 1 + FlushDisplay(); +#endif + return; + #endif // DDraw.WaitForVerticalBlank DDWAITVB_BLOCKBEGIN, 0 @@ -304,6 +318,11 @@ void DDScrollBuffer_Blt() // BltEH: } +void DDScrollBuffer_Blt() +{ + DDScrollBuffer_Blt_Ext(window); +} + void DDScrollBuffer_ScrollTo(int X, int Y) { if (NoDisplayFlag) @@ -316,7 +335,7 @@ void DDScrollBuffer_ScrollTo(int X, int Y) ScrollX = mScrollX; ScrollY = mScrollY; -#if 1 +#if 0 printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTo(): mScroll: %ld, %ld [%d, %d]\n", mScrollX, mScrollY, X, Y); #endif @@ -329,6 +348,11 @@ void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) if (NoDisplayFlag) return; +#if 0 + printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTowards(): (1) mScroll: %ld, %ld [%d, %d, %f]\n", + mScrollX, mScrollY, X, Y, Step); +#endif + X = X / Stretch; Y = Y / Stretch; dx = X - mScrollX; @@ -347,9 +371,9 @@ void DDScrollBuffer_ScrollTowards(int X, int Y, double Step) ScrollX = mScrollX; ScrollY = mScrollY; -#if 1 - printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTowards(): mScroll: %ld, %ld\n", - mScrollX, mScrollY); +#if 0 + printf("::: DDScrollBuffer.c: DDScrollBuffer_ScrollTowards(): (2) mScroll: %ld, %ld [%d, %d, %f]\n", + mScrollX, mScrollY, X, Y, Step); #endif } @@ -377,7 +401,7 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) Y = Y / Stretch; dx = X - mScrollX; dY = Y - mScrollY; - maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dY)); + maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx)); StepCount = FPS * (TimeMS / (double)1000); if (StepCount > maxD) StepCount = maxD; @@ -425,7 +449,7 @@ void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS) SoftScrollEH: AlreadyRunning = False; -#if 1 +#if 0 printf("::: DDScrollBuffer.c: DDScrollBuffer_SoftScrollTo(): mScroll: %ld, %ld\n", mScrollX, mScrollY); #endif