X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Ftools.c;h=2a36ee412fb7e5ceb7f43f8fb096da4f6b3b10a9;hb=aafc5189b2b9550dd03dfcc7213e28bec2bca63b;hp=4a5243602014051440e8ae14fca474bce98b5c9e;hpb=cbab48e3ea7c2821978dccb4f299e81e9c567050;p=rocksndiamonds.git diff --git a/src/tools.c b/src/tools.c index 4a524360..2a36ee41 100644 --- a/src/tools.c +++ b/src/tools.c @@ -24,7 +24,8 @@ /* select level set with EMC X11 graphics before activating EM GFX debugging */ -#define DEBUG_EM_GFX 0 +#define DEBUG_EM_GFX FALSE +#define DEBUG_FRAME_TIME FALSE /* tool button identifiers */ #define TOOL_CTRL_ID_YES 0 @@ -292,6 +293,9 @@ static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height, { Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus(); + if (x == -1 && y == -1) + return; + if (blit_to_screen) BlitToScreenMasked(bitmap, x, y, width, height, x, y); else @@ -462,6 +466,44 @@ void DrawFramesPerSecond() font_nr, BLIT_OPAQUE); } +#if DEBUG_FRAME_TIME +static void PrintFrameTimeDebugging() +{ + static unsigned int last_counter = 0; + unsigned int counter = Counter(); + int diff_1 = counter - last_counter; + int diff_2 = diff_1 - GAME_FRAME_DELAY; + int diff_2_max = 20; + int diff_2_cut = MIN(ABS(diff_2), diff_2_max); + char diff_bar[2 * diff_2_max + 5]; + int pos = 0; + int i; + + diff_bar[pos++] = (diff_2 < -diff_2_max ? '<' : ' '); + + for (i = 0; i < diff_2_max; i++) + diff_bar[pos++] = (diff_2 >= 0 ? ' ' : + i >= diff_2_max - diff_2_cut ? '-' : ' '); + + diff_bar[pos++] = '|'; + + for (i = 0; i < diff_2_max; i++) + diff_bar[pos++] = (diff_2 <= 0 ? ' ' : i < diff_2_cut ? '+' : ' '); + + diff_bar[pos++] = (diff_2 > diff_2_max ? '>' : ' '); + + diff_bar[pos++] = '\0'; + + Error(ERR_INFO, "%06d [%02d] [%c%02d] %s", + counter, + diff_1, + (diff_2 < 0 ? '-' : diff_2 > 0 ? '+' : ' '), ABS(diff_2), + diff_bar); + + last_counter = counter; +} +#endif + void BackToFront() { if (redraw_mask == REDRAW_NONE) @@ -509,6 +551,13 @@ void BackToFront() } redraw_mask = REDRAW_NONE; + + // force screen redraw in every frame to continue drawing global animations + redraw_mask = REDRAW_FIELD; + +#if DEBUG_FRAME_TIME + PrintFrameTimeDebugging(); +#endif } static void FadeCrossSaveBackbuffer() @@ -628,6 +677,20 @@ static void FadeExt(int fade_mask, int fade_mode, int fade_type) redraw_mask &= ~fade_mask; } +static void SetAnimStatus_BeforeFadingOut() +{ + global.anim_status = GAME_MODE_PSEUDO_FADING; +} + +static void SetAnimStatus_AfterFadingIn() +{ + global.anim_status = global.anim_status_next; + + // force update of global animation status in case of rapid screen changes + redraw_mask = REDRAW_ALL; + BackToFront(); +} + void FadeIn(int fade_mask) { #if 1 @@ -644,12 +707,12 @@ void FadeIn(int fade_mask) FADE_SXSIZE = FULL_SXSIZE; FADE_SYSIZE = FULL_SYSIZE; - global.anim_status = global.anim_status_next; + SetAnimStatus_AfterFadingIn(); } void FadeOut(int fade_mask) { - global.anim_status = GAME_MODE_PSEUDO_FADING; + SetAnimStatus_BeforeFadingOut(); #if 0 DrawMaskedBorder(REDRAW_ALL);