X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Ftools.c;h=b563b9318c16a897fd2700442b0e1c5bfa034285;hb=eb51a78900b95e3f7c9c3fbc9e4cf9360b374188;hp=76fa6c484a282c8a2170ac80b5a997b7d66d6e46;hpb=33cabd20cdb4e7aa84dfd30975f1364e7b776121;p=rocksndiamonds.git diff --git a/src/tools.c b/src/tools.c index 76fa6c48..b563b931 100644 --- a/src/tools.c +++ b/src/tools.c @@ -528,6 +528,22 @@ static void PrintFrameTimeDebugging() } #endif +static int unifiedRedrawMask(int mask) +{ + if (mask & REDRAW_ALL) + return REDRAW_ALL; + + if (mask & REDRAW_FIELD && mask & REDRAW_DOORS) + return REDRAW_ALL; + + return mask; +} + +static boolean equalRedrawMasks(int mask_1, int mask_2) +{ + return unifiedRedrawMask(mask_1) == unifiedRedrawMask(mask_2); +} + void BackToFront() { static int last_redraw_mask = REDRAW_NONE; @@ -550,6 +566,10 @@ void BackToFront() if (redraw_mask & REDRAW_FPS) DrawFramesPerSecond(); + // remove playfield redraw before potentially merging with doors redraw + if (DrawingDeactivated(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE)) + redraw_mask &= ~REDRAW_FIELD; + // redraw complete window if both playfield and (some) doors need redraw if (redraw_mask & REDRAW_FIELD && redraw_mask & REDRAW_DOORS) redraw_mask = REDRAW_ALL; @@ -570,14 +590,37 @@ void BackToFront() } else if (redraw_mask & REDRAW_DOORS) { + // merge door areas to prevent calling screen redraw more than once + int x1 = WIN_XSIZE; + int y1 = WIN_YSIZE; + int x2 = 0; + int y2 = 0; + if (redraw_mask & REDRAW_DOOR_1) - BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY); + { + x1 = MIN(x1, DX); + y1 = MIN(y1, DY); + x2 = MAX(x2, DX + DXSIZE); + y2 = MAX(y2, DY + DYSIZE); + } if (redraw_mask & REDRAW_DOOR_2) - BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY); + { + x1 = MIN(x1, VX); + y1 = MIN(y1, VY); + x2 = MAX(x2, VX + VXSIZE); + y2 = MAX(y2, VY + VYSIZE); + } if (redraw_mask & REDRAW_DOOR_3) - BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY); + { + x1 = MIN(x1, EX); + y1 = MIN(y1, EY); + x2 = MAX(x2, EX + EXSIZE); + y2 = MAX(y2, EY + EYSIZE); + } + + BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1); } redraw_mask = REDRAW_NONE; @@ -598,9 +641,10 @@ void BackToFront_WithFrameDelay(unsigned int frame_delay_value) SetVideoFrameDelay(frame_delay_value_old); } +static int fade_type_skip = FADE_TYPE_NONE; + static void FadeExt(int fade_mask, int fade_mode, int fade_type) { - static int fade_type_skip = FADE_TYPE_NONE; void (*draw_border_function)(void) = NULL; int x, y, width, height; int fade_delay, post_delay; @@ -692,7 +736,8 @@ static void SetScreenStates_BeforeFadingIn() global.anim_status = global.anim_status_next; // store backbuffer with all animations that will be started after fading in - PrepareFadeBitmap(DRAW_TO_FADE_TARGET); + if (fade_type_skip != FADE_MODE_SKIP_FADE_IN) + PrepareFadeBitmap(DRAW_TO_FADE_TARGET); // set screen mode for animations back to fading global.anim_status = GAME_MODE_PSEUDO_FADING; @@ -704,10 +749,6 @@ static void SetScreenStates_AfterFadingIn() gfx.fade_border_source_status = global.border_status; global.anim_status = global.anim_status_next; - - // force update of global animation status in case of rapid screen changes - redraw_mask = REDRAW_ALL; - BackToFront(); } static void SetScreenStates_BeforeFadingOut() @@ -719,7 +760,8 @@ static void SetScreenStates_BeforeFadingOut() global.anim_status = GAME_MODE_PSEUDO_FADING; // store backbuffer with all animations that will be stopped for fading out - PrepareFadeBitmap(DRAW_TO_FADE_SOURCE); + if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT) + PrepareFadeBitmap(DRAW_TO_FADE_SOURCE); } static void SetScreenStates_AfterFadingOut() @@ -746,10 +788,18 @@ void FadeIn(int fade_mask) FADE_SYSIZE = FULL_SYSIZE; SetScreenStates_AfterFadingIn(); + + // force update of global animation status in case of rapid screen changes + redraw_mask = REDRAW_ALL; + BackToFront(); } void FadeOut(int fade_mask) { + // update screen if areas covered by "fade_mask" and "redraw_mask" differ + if (!equalRedrawMasks(fade_mask, redraw_mask)) + BackToFront(); + SetScreenStates_BeforeFadingOut(); #if 0