static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height,
int draw_target)
{
- Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
+ Bitmap *bitmap = getGlobalBorderBitmapFromStatus(global.border_status);
if (x == -1 && y == -1)
return;
return getBitmapFromGraphicOrDefault(graphic, IMG_GLOBAL_BORDER);
}
-Bitmap *getGlobalBorderBitmapFromGameStatus()
+Bitmap *getGlobalBorderBitmapFromStatus(int status)
{
int graphic =
- (game_status == GAME_MODE_MAIN ||
- game_status == GAME_MODE_PSEUDO_TYPENAME ? IMG_GLOBAL_BORDER_MAIN :
- game_status == GAME_MODE_SCORES ? IMG_GLOBAL_BORDER_SCORES :
- game_status == GAME_MODE_EDITOR ? IMG_GLOBAL_BORDER_EDITOR :
- game_status == GAME_MODE_PLAYING ? IMG_GLOBAL_BORDER_PLAYING :
+ (status == GAME_MODE_MAIN ||
+ status == GAME_MODE_PSEUDO_TYPENAME ? IMG_GLOBAL_BORDER_MAIN :
+ status == GAME_MODE_SCORES ? IMG_GLOBAL_BORDER_SCORES :
+ status == GAME_MODE_EDITOR ? IMG_GLOBAL_BORDER_EDITOR :
+ status == GAME_MODE_PLAYING ? IMG_GLOBAL_BORDER_PLAYING :
IMG_GLOBAL_BORDER);
return getGlobalBorderBitmap(graphic);
return FALSE;
// determine and store new global border bitmap for current game status
- global_border_bitmap = getGlobalBorderBitmapFromGameStatus();
+ global_border_bitmap = getGlobalBorderBitmapFromStatus(game_status);
return (global_border_bitmap_last != global_border_bitmap);
}
void RedrawGlobalBorder()
{
- Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus();
+ Bitmap *bitmap = getGlobalBorderBitmapFromStatus(game_status);
RedrawGlobalBorderFromBitmap(bitmap);
void FadeSkipNextFadeIn();
void FadeSkipNextFadeOut();
-Bitmap *getGlobalBorderBitmapFromGameStatus();
+Bitmap *getGlobalBorderBitmapFromStatus(int);
void ClearField();
void SetWindowBackgroundImageIfDefined(int);