{ "init.busy.align", "center" },
{ "init.busy.valign", "middle" },
- { "menu.enter_menu.fade_mode", "crossfade" },
+ { "menu.enter_menu.fade_mode", "none" },
{ "menu.enter_menu.fade_delay", "250" },
{ "menu.enter_menu.post_delay", "125" },
- { "menu.leave_menu.fade_mode", "crossfade" },
+ { "menu.leave_menu.fade_mode", "none" },
{ "menu.leave_menu.fade_delay", "250" },
{ "menu.leave_menu.post_delay", "125" },
- { "menu.enter_screen.fade_mode", "crossfade" },
- { "menu.enter_screen.fade_delay", "250" },
+ { "menu.enter_screen.fade_mode", "fade" },
+ { "menu.enter_screen.fade_delay", "750" },
{ "menu.enter_screen.post_delay", "125" },
{ "menu.next_screen.fade_mode", "crossfade" },
{ "menu.next_screen.fade_delay", "250" },
{ "menu.next_screen.post_delay", "125" },
- { "menu.leave_screen.fade_mode", "crossfade" },
- { "menu.leave_screen.fade_delay", "250" },
+ { "menu.leave_screen.fade_mode", "fade" },
+ { "menu.leave_screen.fade_delay", "750" },
{ "menu.leave_screen.post_delay", "125" },
{ "menu.enter_screen.SCORES.fade_mode", ARG_DEFAULT },
{ "menu.enter_screen.SCORES.fade_delay", ARG_DEFAULT },
{
static LevelDirTree *leveldir_last_valid = NULL;
boolean levelset_has_changed = FALSE;
+ boolean redraw_all = FALSE;
FadeSetLeaveScreen();
/* needed if last screen (level choice) changed graphics, sounds or music */
ReloadCustomArtwork(0);
+ if (redraw_mask & REDRAW_ALL)
+ redraw_all = TRUE;
+
#if 1
+#if 0
printf("::: FadeOut @ DrawMainMenuExt ...\n");
+#endif
FadeOut(redraw_mask);
+#if 0
printf("::: FadeOut @ DrawMainMenuExt done\n");
+#endif
/* needed if last screen was the editor screen */
UndrawSpecialEditorDoor();
}
#endif
+#if 0
+ if (redraw_all)
+ redraw_mask = REDRAW_ALL;
+#endif
+
FadeIn(redraw_mask);
FadeSetEnterMenu();
if (redraw_mask & REDRAW_ALL)
redraw_all = TRUE;
+#if 0
printf("::: %s\n", (redraw_mask & REDRAW_FIELD ? "REDRAW_FIELD" :
redraw_mask & REDRAW_ALL ? "REDRAW_ALL" :
int2str(0, redraw_mask)));
+#endif
#if 1
FadeOut(redraw_mask);
void DrawMaskedBorder(int redraw_mask)
{
- /* do not draw masked screen borders when displaying title screens */
- if (effectiveGameStatus() == GAME_MODE_TITLE)
+ /* never draw masked screen borders on borderless screens */
+ if (effectiveGameStatus() == GAME_MODE_LOADING ||
+ effectiveGameStatus() == GAME_MODE_TITLE)
return;
if (redraw_mask & REDRAW_ALL)
{
if (fade_type_skip != FADE_TYPE_NONE)
{
-#if 1
+#if 0
printf("::: skipping %d ... [%d] (X)\n", fade_mode, fade_type_skip);
#endif
}
if (fading.fade_mode & FADE_TYPE_TRANSFORM)
+ {
FadeCrossSaveBackbuffer();
- return;
+ return;
+ }
}
redraw_mask |= fade_mask;
if (fade_type == FADE_TYPE_SKIP)
{
-#if 1
+#if 0
printf("::: will skip %d ... [%d]\n", fade_mode, fade_type_skip);
#endif
if (fade_type_skip != FADE_TYPE_NONE)
{
-#if 1
+#if 0
printf("::: skipping %d ... [%d]\n", fade_mode, fade_type_skip);
#endif
/* !!! what abount fade_mask == REDRAW_FIELD | REDRAW_ALL ??? !!! */
-#if 1
+#if 0
printf("::: NOW FADING %d ... [%d]\n", fade_mode, fade_type);
#endif