redraw_mask |= REDRAW_FIELD;
}
-void BackToFront_OLD()
-{
- DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
-
-#if 0
- /* !!! TEST ONLY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
- /* (force full redraw) */
- if (game_status == GAME_MODE_PLAYING)
- redraw_mask |= REDRAW_FIELD;
-#endif
-
- if (redraw_mask == REDRAW_NONE)
- return;
-
-#if 0
- printf("::: ");
- if (redraw_mask & REDRAW_ALL)
- printf("[REDRAW_ALL]");
- if (redraw_mask & REDRAW_FIELD)
- printf("[REDRAW_FIELD]");
- if (redraw_mask & REDRAW_DOOR_1)
- printf("[REDRAW_DOOR_1]");
- if (redraw_mask & REDRAW_DOOR_2)
- printf("[REDRAW_DOOR_2]");
- if (redraw_mask & REDRAW_FROM_BACKBUFFER)
- printf("[REDRAW_FROM_BACKBUFFER]");
- printf(" [%d]\n", FrameCounter);
-#endif
-
- if (global.fps_slowdown && game_status == GAME_MODE_PLAYING)
- {
- static boolean last_frame_skipped = FALSE;
- boolean skip_even_when_not_scrolling = TRUE;
- boolean just_scrolling = (ScreenMovDir != 0);
- boolean verbose = FALSE;
-
- if (global.fps_slowdown_factor > 1 &&
- (FrameCounter % global.fps_slowdown_factor) &&
- (just_scrolling || skip_even_when_not_scrolling))
- {
- redraw_mask &= ~REDRAW_MAIN;
-
- last_frame_skipped = TRUE;
-
- if (verbose)
- printf("FRAME SKIPPED\n");
- }
- else
- {
- if (last_frame_skipped)
- redraw_mask |= REDRAW_FIELD;
-
- last_frame_skipped = FALSE;
-
- if (verbose)
- printf("frame not skipped\n");
- }
- }
-
- /* synchronize X11 graphics at this point; if we would synchronize the
- display immediately after the buffer switching (after the XFlush),
- this could mean that we have to wait for the graphics to complete,
- although we could go on doing calculations for the next frame */
-
- /* SyncDisplay(); */
-
- /* never draw masked border to backbuffer when using playfield buffer */
- if (game_status != GAME_MODE_PLAYING ||
- redraw_mask & REDRAW_FROM_BACKBUFFER ||
- buffer == backbuffer)
- DrawMaskedBorder(redraw_mask);
- else
- DrawMaskedBorder(redraw_mask & REDRAW_DOORS);
-
- if (redraw_mask & REDRAW_ALL)
- {
- BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-
- redraw_mask = REDRAW_NONE;
- }
-
- if (redraw_mask & REDRAW_FIELD)
- {
- if (game_status != GAME_MODE_PLAYING ||
- redraw_mask & REDRAW_FROM_BACKBUFFER)
- {
- BlitBitmap(backbuffer, window,
- REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
- }
- else
- {
- BlitScreenToBitmap_RND(window);
- }
-
- redraw_mask &= ~REDRAW_MAIN;
- }
-
- if (redraw_mask & REDRAW_DOORS)
- {
- if (redraw_mask & REDRAW_DOOR_1)
- BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
-
- if (redraw_mask & REDRAW_DOOR_2)
- BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY);
-
- if (redraw_mask & REDRAW_DOOR_3)
- BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
-
- redraw_mask &= ~REDRAW_DOORS;
- }
-
- if (redraw_mask & REDRAW_MICROLEVEL)
- {
- BlitBitmap(backbuffer, window, SX, SY + 10 * TILEY, SXSIZE, 7 * TILEY,
- SX, SY + 10 * TILEY);
-
- redraw_mask &= ~REDRAW_MICROLEVEL;
- }
-
- if (redraw_mask & REDRAW_FPS) /* display frames per second */
- {
- char text[100];
- char info1[100];
-
- sprintf(info1, " (only every %d. frame)", global.fps_slowdown_factor);
- if (!global.fps_slowdown)
- info1[0] = '\0';
-
- sprintf(text, "%04.1f fps%s", global.frames_per_second, info1);
-
- DrawTextExt(window, SX + SXSIZE + SX, 0, text, FONT_TEXT_2, BLIT_OPAQUE);
- }
-
- redraw_mask = REDRAW_NONE;
-}
-
void BackToFront()
{
if (redraw_mask == REDRAW_NONE)