X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Ftools.c;h=8d0fe8deab0d5524716148911957e9aa00005232;hb=f7704e2d22e9499efe6380e0c916c2bd4918e4be;hp=5051780e432522e57eb42094db5ca5b5550f4179;hpb=38ea4e57bc9b730abf7a15f8cc235465e6f0ad4c;p=rocksndiamonds.git diff --git a/src/tools.c b/src/tools.c index 5051780e..8d0fe8de 100644 --- a/src/tools.c +++ b/src/tools.c @@ -423,7 +423,8 @@ void FadeIn(int fade_delay) return; } - FadeScreen(NULL, FADE_MODE_FADE_IN, fade_delay, 0); + FadeRectangle(NULL, 0, 0, WIN_XSIZE, WIN_YSIZE, + FADE_MODE_FADE_IN, fade_delay, 0); redraw_mask = REDRAW_NONE; } @@ -438,7 +439,8 @@ void FadeOut(int fade_delay, int post_delay) return; } - FadeScreen(NULL, FADE_MODE_FADE_OUT, fade_delay, post_delay); + FadeRectangle(NULL, 0, 0, WIN_XSIZE, WIN_YSIZE, + FADE_MODE_FADE_OUT, fade_delay, post_delay); redraw_mask = REDRAW_NONE; } @@ -453,11 +455,60 @@ void FadeCross(int fade_delay) return; } - FadeScreen(bitmap_db_title, FADE_MODE_CROSSFADE, fade_delay, 0); + FadeRectangle(bitmap_db_title, 0, 0, WIN_XSIZE, WIN_YSIZE, + FADE_MODE_CROSSFADE, fade_delay, 0); redraw_mask = REDRAW_NONE; } +void FadeInField(int fade_delay) +{ + if (fade_delay == 0) + { + BackToFront(); + + return; + } + + FadeRectangle(NULL, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, + FADE_MODE_FADE_IN, fade_delay, 0); + + redraw_mask &= ~REDRAW_FIELD; +} + +void FadeOutField(int fade_delay, int post_delay) +{ + if (fade_delay == 0) + { + ClearRectangle(backbuffer, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE); + BackToFront(); + + return; + } + + FadeRectangle(NULL, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, + FADE_MODE_FADE_OUT, fade_delay, post_delay); + + redraw_mask &= ~REDRAW_FIELD; +} + +void FadeCrossField(int fade_delay) +{ + if (fade_delay == 0) + { + BlitBitmap(bitmap_db_title, backbuffer, REAL_SX, REAL_SY, + FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY); + BackToFront(); + + return; + } + + FadeRectangle(bitmap_db_title, REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, + FADE_MODE_CROSSFADE, fade_delay, 0); + + redraw_mask &= ~REDRAW_FIELD; +} + void SetMainBackgroundImageIfDefined(int graphic) { if (graphic_info[graphic].bitmap) @@ -490,7 +541,11 @@ void SetPanelBackground() void DrawBackground(int dst_x, int dst_y, int width, int height) { +#if 1 + ClearRectangleOnBackground(drawto, dst_x, dst_y, width, height); +#else ClearRectangleOnBackground(backbuffer, dst_x, dst_y, width, height); +#endif redraw_mask |= REDRAW_FIELD; } @@ -2057,8 +2112,15 @@ void DrawPlayer(struct PlayerInfo *player) GfxElement[jx][jy] = EL_UNDEFINED; /* make sure that pushed elements are drawn with correct frame rate */ +#if 1 + graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir); + + if (player->is_pushing && player->is_moving && !IS_ANIM_MODE_CE(graphic)) + GfxFrame[jx][jy] = player->StepFrame; +#else if (player->is_pushing && player->is_moving) GfxFrame[jx][jy] = player->StepFrame; +#endif DrawLevelField(jx, jy); } @@ -2118,15 +2180,26 @@ void DrawPlayer(struct PlayerInfo *player) int px = SCREENX(jx), py = SCREENY(jy); int pxx = (TILEX - ABS(sxx)) * dx; int pyy = (TILEY - ABS(syy)) * dy; + int gfx_frame = GfxFrame[jx][jy]; int graphic; + int sync_frame; int frame; if (!IS_MOVING(jx, jy)) /* push movement already finished */ + { element = Feld[next_jx][next_jy]; + gfx_frame = GfxFrame[next_jx][next_jy]; + } graphic = el_act_dir2img(element, ACTION_PUSHING, move_dir); + +#if 1 + sync_frame = (IS_ANIM_MODE_CE(graphic) ? gfx_frame : player->StepFrame); + frame = getGraphicAnimationFrame(graphic, sync_frame); +#else frame = getGraphicAnimationFrame(graphic, player->StepFrame); +#endif /* draw background element under pushed element (like the Sokoban field) */ if (Back[next_jx][next_jy])