free(new_bitmap);
}
-Bitmap *ZoomBitmap(Bitmap *src_bitmap, int zoom_width, int zoom_height)
-{
- Bitmap *dst_bitmap = SDLZoomBitmap(src_bitmap, zoom_width, zoom_height);
-
- return dst_bitmap;
-}
-
static void SetMaskedBitmapSurface(Bitmap *bitmap)
{
if (bitmap == NULL)
SDL_SetColorKey(surface, UNSET_TRANSPARENT_PIXEL, 0);
}
+static Bitmap *ZoomBitmap(Bitmap *src_bitmap, int zoom_width, int zoom_height)
+{
+ Bitmap *dst_bitmap = SDLZoomBitmap(src_bitmap, zoom_width, zoom_height);
+
+ SetMaskedBitmapSurface(dst_bitmap);
+
+ return dst_bitmap;
+}
+
void ReCreateGameTileSizeBitmap(Bitmap **bitmaps)
{
if (bitmaps[IMG_BITMAP_CUSTOM])
bitmaps[IMG_BITMAP_CUSTOM] = bitmap_new;
bitmaps[IMG_BITMAP_GAME] = bitmap_new;
-
- SetMaskedBitmapSurface(bitmap_new);
}
static void CreateScaledBitmaps(Bitmap **bitmaps, int zoom_factor,
bitmaps[IMG_BITMAP_32x32] = tmp_bitmap_1;
}
- // create corresponding bitmaps for masked blitting
- for (i = 0; i < NUM_IMG_BITMAPS; i++)
- if (bitmaps[i] != NULL &&
- bitmaps[i] != old_bitmap)
- SetMaskedBitmapSurface(bitmaps[i]);
-
UPDATE_BUSY_STATE();
print_timestamp_done("CreateScaledBitmaps");
Bitmap *LoadCustomImage(char *);
void ReloadCustomImage(Bitmap *, char *);
-Bitmap *ZoomBitmap(Bitmap *, int, int);
void ReCreateGameTileSizeBitmap(Bitmap **);
void CreateBitmapWithSmallBitmaps(Bitmap **, int, int);
void CreateBitmapTextures(Bitmap **);