X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fsystem.h;h=f8aa8296e396bba3d045e23ae410da3f61f53f2a;hb=d77d7ac6d22b63ff3e10608e54c7ac919915fae9;hp=b2840a2456f4f337b06a34d182434f2eadfc8321;hpb=9afa3bb01a86fb8640e763afb05b492619958b7f;p=rocksndiamonds.git diff --git a/src/libgame/system.h b/src/libgame/system.h index b2840a24..f8aa8296 100644 --- a/src/libgame/system.h +++ b/src/libgame/system.h @@ -255,7 +255,8 @@ #define FADE_TYPE_TRANSFORM (1 << 2) #define FADE_TYPE_CROSSFADE (1 << 3) #define FADE_TYPE_MELT (1 << 4) -#define FADE_TYPE_SKIP (1 << 5) +#define FADE_TYPE_CURTAIN (1 << 5) +#define FADE_TYPE_SKIP (1 << 6) #define FADE_MODE_NONE (FADE_TYPE_NONE) #define FADE_MODE_FADE_IN (FADE_TYPE_FADE_IN) @@ -264,6 +265,7 @@ #define FADE_MODE_TRANSFORM (FADE_TYPE_TRANSFORM | FADE_TYPE_FADE_IN) #define FADE_MODE_CROSSFADE (FADE_MODE_TRANSFORM | FADE_TYPE_CROSSFADE) #define FADE_MODE_MELT (FADE_MODE_TRANSFORM | FADE_TYPE_MELT) +#define FADE_MODE_CURTAIN (FADE_MODE_TRANSFORM | FADE_TYPE_CURTAIN) #define FADE_MODE_SKIP_FADE_IN (FADE_TYPE_SKIP | FADE_TYPE_FADE_IN) #define FADE_MODE_SKIP_FADE_OUT (FADE_TYPE_SKIP | FADE_TYPE_FADE_OUT) @@ -291,30 +293,14 @@ #define REDRAW_NONE (0) #define REDRAW_ALL (1 << 0) #define REDRAW_FIELD (1 << 1) -#define REDRAW_TILES (1 << 2) -#define REDRAW_DOOR_1 (1 << 3) -#define REDRAW_VIDEO_1 (1 << 4) -#define REDRAW_VIDEO_2 (1 << 5) -#define REDRAW_VIDEO_3 (1 << 6) -#define REDRAW_MICROLEVEL (1 << 7) -#define REDRAW_MICROLABEL (1 << 8) -#define REDRAW_FROM_BACKBUFFER (1 << 9) -#define REDRAW_DOOR_2 (REDRAW_VIDEO_1 | \ - REDRAW_VIDEO_2 | \ - REDRAW_VIDEO_3) -#define REDRAW_DOOR_3 (1 << 10) +#define REDRAW_DOOR_1 (1 << 2) +#define REDRAW_DOOR_2 (1 << 3) +#define REDRAW_DOOR_3 (1 << 4) +#define REDRAW_FPS (1 << 5) + #define REDRAW_DOORS (REDRAW_DOOR_1 | \ REDRAW_DOOR_2 | \ REDRAW_DOOR_3) -#define REDRAW_MAIN (REDRAW_FIELD | \ - REDRAW_TILES | \ - REDRAW_MICROLEVEL) -#define REDRAW_FPS (1 << 11) - -/* on modern graphics systems and when using the SDL target, the old tile redraw - optimization can slow things down a lot due to many small blits compared to - one single playfield-sized blit (especially observed on Mac OS X with SDL) */ -#define REDRAWTILES_THRESHOLD 0 #define IN_GFX_FIELD_PLAY(x, y) (x >= gfx.sx && x < gfx.sx + gfx.sxsize && \ y >= gfx.sy && y < gfx.sy + gfx.sysize) @@ -438,7 +424,12 @@ #define TAPEFILE_EXTENSION "tape" #define SCOREFILE_EXTENSION "score" -#define ERROR_BASENAME "stderr.txt" +#define LOG_OUT_BASENAME "stdout.txt" +#define LOG_ERR_BASENAME "stderr.txt" + +#define LOG_OUT_ID 0 +#define LOG_ERR_ID 1 +#define NUM_LOGS 2 #define STRING_PARENT_DIRECTORY ".." #define STRING_TOP_DIRECTORY "/" @@ -666,7 +657,6 @@ struct ProgramInfo char *maindata_path; /* main game data (installation) directory */ char *userdata_subdir; /* personal user game data directory */ - char *userdata_subdir_unix; /* personal user game data directory (Unix) */ char *userdata_path; /* resulting full path to game data directory */ char *program_title; @@ -677,8 +667,9 @@ struct ProgramInfo char *cookie_prefix; - char *error_filename; /* filename where to write error messages to */ - FILE *error_file; /* (used instead of 'stderr' on some systems) */ + char *log_filename[NUM_LOGS]; /* log filenames for out/err messages */ + FILE *log_file[NUM_LOGS]; /* log file handles for out/err files */ + FILE *log_file_default[NUM_LOGS]; /* default log file handles (out/err) */ int version_major; int version_minor; @@ -796,8 +787,6 @@ struct GfxInfo int draw_deactivation_mask; int draw_background_mask; - boolean drawing_area_changed; - Bitmap *field_save_buffer; Bitmap *background_bitmap; @@ -821,6 +810,7 @@ struct GfxInfo int anim_random_frame; void (*draw_busy_anim_function)(void); + void (*draw_global_anim_function)(void); int cursor_mode; }; @@ -972,7 +962,6 @@ struct SetupInfo boolean scroll_delay; boolean scroll_delay_value; char *engine_snapshot_mode; - boolean soft_scrolling; boolean fade_screens; boolean autorecord; boolean show_titlescreen; @@ -993,6 +982,7 @@ struct SetupInfo int game_frame_delay; boolean sp_show_border_elements; boolean small_game_graphics; + boolean show_snapshot_buttons; char *graphics_set; char *sounds_set; @@ -1291,7 +1281,6 @@ extern boolean keyrepeat_status; #endif extern int redraw_mask; -extern int redraw_tiles; extern int FrameCounter; @@ -1299,7 +1288,7 @@ extern int FrameCounter; /* function definitions */ void InitProgramInfo(char *, char *, char *, char *, char *, char *, char *, - char *, int); + int); void SetWindowTitle(); @@ -1318,6 +1307,7 @@ void InitGfxWindowInfo(int, int); void InitGfxScrollbufferInfo(int, int); void InitGfxClipRegion(boolean, int, int, int, int); void InitGfxDrawBusyAnimFunction(void (*draw_busy_anim_function)(void)); +void InitGfxDrawGlobalAnimFunction(void (*draw_global_anim_function)(void)); void InitGfxCustomArtworkInfo(); void InitGfxOtherSettings(); void SetDrawDeactivationMask(int); @@ -1325,6 +1315,7 @@ void SetDrawBackgroundMask(int); void SetWindowBackgroundBitmap(Bitmap *); void SetMainBackgroundBitmap(Bitmap *); void SetDoorBackgroundBitmap(Bitmap *); +void SetRedrawMaskFromArea(int, int, int, int); void LimitScreenUpdates(boolean); @@ -1355,7 +1346,6 @@ Pixel GetPixelFromRGBcompact(Bitmap *, unsigned int); void KeyboardAutoRepeatOn(void); void KeyboardAutoRepeatOff(void); -boolean PointerInWindow(DrawWindow *); boolean SetVideoMode(boolean); boolean ChangeVideoModeIfNeeded(boolean); @@ -1366,6 +1356,7 @@ void ReloadCustomImage(Bitmap *, char *); Bitmap *ZoomBitmap(Bitmap *, int, int); void ReCreateGameTileSizeBitmap(Bitmap **); void CreateBitmapWithSmallBitmaps(Bitmap **, int, int); +void CreateBitmapTextures(Bitmap **); void ScaleBitmap(Bitmap **, int); void SetMouseCursor(int);