X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=d11636646c90b0e9ac913b494a993a9464e535ec;hb=bb8e355174a3ab8cc4b422dbb040f0e048d2995b;hp=d431aacf29c96c34d73b2a4db489d075608a5640;hpb=0a69f419ffadee5822bc103be9e85d378e0d0274;p=rocksndiamonds.git diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index d431aacf..d1163664 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -53,7 +53,7 @@ void SDLLimitScreenUpdates(boolean enable) static void UpdateScreen(SDL_Rect *rect) { static unsigned int update_screen_delay = 0; - unsigned int update_screen_delay_value = 20; /* (milliseconds) */ + unsigned int update_screen_delay_value = 50; /* (milliseconds) */ SDL_Surface *screen = backbuffer->surface; if (limit_screen_updates && @@ -89,9 +89,17 @@ static void UpdateScreen(SDL_Rect *rect) BlitBitmap(backbuffer, gfx.final_screen_bitmap, 0, 0, gfx.win_xsize, gfx.win_ysize, 0, 0); - // copy global animations to render target buffer, if defined + // copy global animations to render target buffer, if defined (below border) if (gfx.draw_global_anim_function != NULL) - gfx.draw_global_anim_function(); + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1); + + // copy global masked border to render target buffer, if defined + if (gfx.draw_global_border_function != NULL) + gfx.draw_global_border_function(REDRAW_ALL); + + // copy global animations to render target buffer, if defined (above border) + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); screen = gfx.final_screen_bitmap->surface; @@ -126,9 +134,17 @@ static void UpdateScreen(SDL_Rect *rect) SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL); #if !USE_FINAL_SCREEN_BITMAP - // copy global animations to render target buffer, if defined + // copy global animations to render target buffer, if defined (below border) if (gfx.draw_global_anim_function != NULL) - gfx.draw_global_anim_function(); + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1); + + // copy global masked border to render target buffer, if defined + if (gfx.draw_global_border_function != NULL) + gfx.draw_global_border_function(REDRAW_ALL); + + // copy global animations to render target buffer, if defined (above border) + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); #endif // show render target buffer on screen @@ -262,15 +278,23 @@ boolean SDLSetNativeSurface(SDL_Surface **surface) SDL_Surface *SDLGetNativeSurface(SDL_Surface *surface) { + SDL_PixelFormat format; SDL_Surface *new_surface; if (surface == NULL) return NULL; if (backbuffer && backbuffer->surface) - new_surface = SDL_ConvertSurface(surface, backbuffer->surface->format, 0); + { + format = *backbuffer->surface->format; + format.Amask = surface->format->Amask; // keep alpha channel + } else - new_surface = SDL_ConvertSurface(surface, surface->format, 0); + { + format = *surface->format; + } + + new_surface = SDL_ConvertSurface(surface, &format, 0); if (new_surface == NULL) Error(ERR_EXIT, "SDL_ConvertSurface() failed: %s", SDL_GetError()); @@ -1098,6 +1122,13 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, int dst_x = x, dst_y = y; unsigned int time_last, time_current; + // store function for drawing global masked border + void (*draw_global_border_function)(int) = gfx.draw_global_border_function; + + // deactivate drawing of global border while fading, if needed + if (draw_border_function == NULL) + gfx.draw_global_border_function = NULL; + /* check if screen size has changed */ if (surface_source != NULL && (video.width != surface_source->w || video.height != surface_source->h)) @@ -1430,6 +1461,9 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, time_current = SDL_GetTicks(); } } + + // restore function for drawing global masked border + gfx.draw_global_border_function = draw_global_border_function; } void SDLDrawSimpleLine(Bitmap *dst_bitmap, int from_x, int from_y, @@ -2436,8 +2470,9 @@ Bitmap *SDLLoadImage(char *filename) UPDATE_BUSY_STATE(); /* create native transparent surface for current image */ - SDL_SetColorKey(sdl_image_tmp, SET_TRANSPARENT_PIXEL, - SDL_MapRGB(sdl_image_tmp->format, 0x00, 0x00, 0x00)); + if (sdl_image_tmp->format->Amask == 0) + SDL_SetColorKey(sdl_image_tmp, SET_TRANSPARENT_PIXEL, + SDL_MapRGB(sdl_image_tmp->format, 0x00, 0x00, 0x00)); if ((new_bitmap->surface_masked = SDLGetNativeSurface(sdl_image_tmp)) == NULL) {