return dst_bitmap;
}
-#define MORE_ZOOM 1
-
static void CreateScaledBitmaps(Bitmap *old_bitmap, int zoom_factor,
boolean create_small_bitmaps)
{
Bitmap swap_bitmap;
-#if MORE_ZOOM
Bitmap *new_bitmap;
Bitmap *tmp_bitmap_1;
Bitmap *tmp_bitmap_2;
int width_8, height_8;
int width_16, height_16;
int width_32, height_32;
-#else
- Bitmap *new_bitmap, *tmp_bitmap_1, *tmp_bitmap_2, *tmp_bitmap_4,*tmp_bitmap_8;
- int width_1, height_1, width_2, height_2, width_4, height_4, width_8,height_8;
-#endif
int new_width, new_height;
/* calculate new image dimensions for normal sized image */
tmp_bitmap_1 = old_bitmap;
/* this is only needed to make compilers happy */
-#if MORE_ZOOM
- tmp_bitmap_2 = tmp_bitmap_4 = tmp_bitmap_8 = tmp_bitmap_16 = NULL;
+ tmp_bitmap_2 = NULL;
+ tmp_bitmap_4 = NULL;
+ tmp_bitmap_8 = NULL;
+ tmp_bitmap_16 = NULL;
tmp_bitmap_32 = NULL;
-#else
- tmp_bitmap_2 = tmp_bitmap_4 = tmp_bitmap_8 = NULL;
-#endif
if (create_small_bitmaps)
{
height_4 = height_1 / 4;
width_8 = width_1 / 8;
height_8 = height_1 / 8;
-#if MORE_ZOOM
width_16 = width_1 / 16;
height_16 = height_1 / 16;
width_32 = width_1 / 32;
height_32 = height_1 / 32;
-#endif
/* get image with 1/2 of normal size (for use in the level editor) */
if (zoom_factor != 2)
else
tmp_bitmap_8 = old_bitmap;
-#if MORE_ZOOM
/* get image with 1/16 of normal size (for use on the preview screen) */
if (zoom_factor != 16)
tmp_bitmap_16 = ZoomBitmap(tmp_bitmap_8, width_8 / 2, height_8 / 2);
tmp_bitmap_32 = ZoomBitmap(tmp_bitmap_16, width_16 / 2, height_16 / 2);
else
tmp_bitmap_32 = old_bitmap;
-#endif
}
+#if 0
/* if image was scaled up, create new clipmask for normal size image */
if (zoom_factor != 1)
{
SDL_SetColorKey(tmp_surface_1, 0, 0); /* reset transparent pixel */
#endif
}
+#endif
if (create_small_bitmaps)
{
width_1 / 2, height_1);
BlitBitmap(tmp_bitmap_8, new_bitmap, 0, 0, width_1 / 8, height_1 / 8,
3 * width_1 / 4, height_1);
-#if MORE_ZOOM
BlitBitmap(tmp_bitmap_16, new_bitmap, 0, 0, width_1 / 16, height_1 / 16,
7 * width_1 / 8, height_1);
BlitBitmap(tmp_bitmap_32, new_bitmap, 0, 0, width_1 / 32, height_1 / 32,
15 * width_1 / 16, height_1);
-#endif
}
else
{
if (zoom_factor != 8)
FreeBitmap(tmp_bitmap_8);
-#if MORE_ZOOM
if (zoom_factor != 16)
FreeBitmap(tmp_bitmap_16);
+
if (zoom_factor != 32)
FreeBitmap(tmp_bitmap_32);
-#endif
}
/* replace image with extended image (containing 1/1, 1/2, 1/4, 1/8 size) */
old_bitmap->height = new_bitmap->height;
#if 1
- /* !!! THIS URGENTLY NEEDS OPTIMIZATION -- DO NOT CREATE MASKS BEFORE !!! */
+ /* this replaces all blit masks created when loading -- maybe optimize this */
{
#if defined(TARGET_X11)
if (old_bitmap->clip_mask)
MapTapeButtons();
MapScreenMenuGadgets(SCREEN_MASK_MAIN);
+#if 0
DrawMaskedBorder(REDRAW_ALL);
+#endif
#if 1
if (redraw_mask == REDRAW_ALL)
AutoPlayTape(); /* continue automatically playing next tape */
}
-#if 0
-void ChangeGameStatus(int new_game_status)
-{
- /* for fading out last screen, use the last game status */
- global.border_status = game_status;
- global.fading_status = game_status;
-
- /* ... */
-
- /* for fading in next screen, use the new game status */
- global.border_status = new_game_status;
- global.fading_status = new_game_status;
-}
-#endif
-
/* ---------- new screen button stuff -------------------------------------- */