void HandleExposeEvent(ExposeEvent *event)
{
#if !defined(TARGET_SDL)
+#if 1
+ RedrawPlayfield();
+#else
RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
+#endif
FlushDisplay();
#endif
}
static void RedrawPlayfield_RND()
{
- int x, y;
-
if (game.envelope_active)
return;
-#if 0
- DrawLevel();
+#if 1
+ DrawLevel(REDRAW_ALL);
#else
+ int x, y;
SetMainBackgroundImage(IMG_BACKGROUND_PLAYING);
// SetDrawBackgroundMask(REDRAW_FIELD); // !!! CHECK THIS !!!
+ SetDrawBackgroundMask(REDRAW_ALL); // !!! CHECK THIS !!!
for (x = BX1; x <= BX2; x++)
for (y = BY1; y <= BY2; y++)
BlitBitmap(src_bitmap, drawto, src_x, src_y, tilesize, tilesize, dst_x,dst_y);
}
-void DrawLevel()
+void DrawLevel(int draw_background_mask)
{
int x,y;
+#if 1
+ SetMainBackgroundImage(IMG_BACKGROUND_PLAYING);
+ SetDrawBackgroundMask(draw_background_mask);
+#else
#if 1
SetMainBackgroundImage(IMG_BACKGROUND_PLAYING);
SetDrawBackgroundMask(REDRAW_FIELD);
#else
SetDrawBackgroundMask(REDRAW_NONE);
+#endif
#endif
ClearField();
void ShowEnvelope(int);
void ShowEnvelopeDoor(char *text, int);
-void DrawLevel(void);
+void DrawLevel(int);
void DrawMiniLevel(int, int, int, int);
void DrawPreviewLevelInitial(void);
void DrawPreviewLevelAnimation(void);