1 // ----------------------------------------------------------------------------
3 // ----------------------------------------------------------------------------
5 #include "DDScrollBuffer.h"
11 long mScrollX, mScrollY;
12 long mScrollX_last, mScrollY_last;
13 long mDestXOff, mDestYOff;
15 long ScreenBuffer[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
16 boolean redraw[MAX_BUF_XSIZE][MAX_BUF_YSIZE];
19 void RestorePlayfield()
21 int x1 = mScrollX / TILEX - 2;
22 int y1 = mScrollY / TILEY - 2;
23 int x2 = mScrollX / TILEX + (SCR_FIELDX - 1) + 2;
24 int y2 = mScrollY / TILEY + (SCR_FIELDY - 1) + 2;
29 for (y = DisplayMinY; y <= DisplayMaxY; y++)
31 for (x = DisplayMinX; x <= DisplayMaxX; x++)
33 if (x >= x1 && x <= x2 && y >= y1 && y <= y2)
35 DrawFieldNoAnimated(x, y);
36 DrawFieldAnimated(x, y);
42 static void ScrollPlayfield(int dx, int dy)
44 int x1 = mScrollX_last / TILEX - 2;
45 int y1 = mScrollY_last / TILEY - 2;
46 int x2 = mScrollX_last / TILEX + (SCR_FIELDX - 1) + 2;
47 int y2 = mScrollY_last / TILEY + (SCR_FIELDY - 1) + 2;
50 BlitBitmap(screenBitmap, screenBitmap,
53 (MAX_BUF_XSIZE * TILEX) - TILEX * (dx != 0),
54 (MAX_BUF_YSIZE * TILEY) - TILEY * (dy != 0),
58 /* when scrolling the whole playfield, do not redraw single tiles */
59 for (x = 0; x < MAX_BUF_XSIZE; x++)
60 for (y = 0; y < MAX_BUF_YSIZE; y++)
66 for (y = DisplayMinY; y <= DisplayMaxY; y++)
68 for (x = DisplayMinX; x <= DisplayMaxX; x++)
70 if (x >= x1 && x <= x2 && y >= y1 && y <= y2)
74 int tsi = GetSI(x, y);
75 long id = ((PlayField16[tsi]) |
76 (PlayField8[tsi] << 16) |
77 (DisPlayField[tsi] << 24));
79 if ((dx == -1 && x == x2) ||
80 (dx == +1 && x == x1) ||
81 (dy == -1 && y == y2) ||
82 (dy == +1 && y == y1))
84 DrawFieldNoAnimated(x, y);
85 DrawFieldAnimated(x, y);
88 ScreenBuffer[sx][sy] = id;
94 static void ScrollPlayfieldIfNeededExt(boolean reset)
104 if (mScrollX_last == -1 || mScrollY_last == -1)
106 mScrollX_last = mScrollX;
107 mScrollY_last = mScrollY;
112 /* check if scrolling the playfield requires redrawing the viewport bitmap */
113 if ((mScrollX != mScrollX_last ||
114 mScrollY != mScrollY_last) &&
115 (ABS(mScrollX - mScrollX_last) >= TILEX ||
116 ABS(mScrollY - mScrollY_last) >= TILEY))
118 int dx = (ABS(mScrollX - mScrollX_last) < TILEX ? 0 :
119 mScrollX < mScrollX_last ? 1 : mScrollX > mScrollX_last ? -1 : 0);
120 int dy = (ABS(mScrollY - mScrollY_last) < TILEY ? 0 :
121 mScrollY < mScrollY_last ? 1 : mScrollY > mScrollY_last ? -1 : 0);
123 mScrollX_last -= dx * TILEX;
124 mScrollY_last -= dy * TILEY;
126 ScrollPlayfield(dx, dy);
130 static void ScrollPlayfieldIfNeeded()
132 ScrollPlayfieldIfNeededExt(FALSE);
135 void InitScrollPlayfield()
137 ScrollPlayfieldIfNeededExt(TRUE);
140 void UpdatePlayfield(boolean force_redraw)
147 for (y = DisplayMinY; y <= DisplayMaxY; y++)
149 for (x = DisplayMinX; x <= DisplayMaxX; x++)
151 int element = LowByte(PlayField16[GetSI(x, y)]);
152 int graphic = GfxGraphic[x][y];
153 int sync_frame = GfxFrame[x][y];
154 boolean redraw = force_redraw;
157 redraw = TRUE; // !!! TEST ONLY -- ALWAYS REDRAW !!!
162 GfxGraphicLast[x][y] = GfxGraphic[x][y];
167 if (element != GfxElementLast[x][y] &&
168 graphic == GfxGraphicLast[x][y])
170 /* element changed, but not graphic => disable updating graphic */
172 GfxElementLast[x][y] = element;
173 GfxGraphicLast[x][y] = GfxGraphic[x][y] = -1;
178 if (graphic != GfxGraphicLast[x][y]) // new graphic
182 GfxElementLast[x][y] = element;
183 GfxGraphicLast[x][y] = GfxGraphic[x][y];
184 sync_frame = GfxFrame[x][y] = 0;
186 else if (isNextAnimationFrame_SP(graphic, sync_frame)) // new frame
193 int sx = x * StretchWidth;
194 int sy = y * StretchWidth;
197 printf("::: REDRAW (%d, %d): %d, %d\n", x, y, graphic, sync_frame);
200 DDSpriteBuffer_BltImg(sx, sy, graphic, sync_frame);
210 printf("::: FRAME %d: %d redrawn\n", FrameCounter, num_redrawn);
214 /* copy the entire screen to the window at the scroll position */
216 void BlitScreenToBitmap_SP(Bitmap *target_bitmap)
218 int px = 2 * TILEX + (mScrollX - mScrollX_last) % TILEX;
219 int py = 2 * TILEY + (mScrollY - mScrollY_last) % TILEY;
220 int sx, sy, sxsize, sysize;
224 int full_xsize = (FieldWidth - (menBorder ? 0 : 1)) * TILEX;
225 int full_ysize = (FieldHeight - (menBorder ? 0 : 1)) * TILEY;
227 sxsize = (full_xsize < xsize ? full_xsize : xsize);
228 sysize = (full_ysize < ysize ? full_ysize : ysize);
229 sx = SX + (full_xsize < xsize ? (xsize - full_xsize) / 2 : 0);
230 sy = SY + (full_ysize < ysize ? (ysize - full_ysize) / 2 : 0);
238 BlitBitmap(screenBitmap, target_bitmap, px, py, sxsize, sysize, sx, sy);
241 void BackToFront_SP(void)
243 static boolean scrolling_last = FALSE;
244 int left = mScrollX / TILEX;
245 int top = mScrollY / TILEY;
246 boolean scrolling = (mScrollX % TILEX != 0 || mScrollY % TILEY != 0);
252 redraw_tiles > REDRAWTILES_THRESHOLD || scrolling || scrolling_last)
254 BlitScreenToBitmap_SP(window);
258 for (x = 0; x < SCR_FIELDX; x++)
260 for (y = 0; y < SCR_FIELDY; y++)
262 int xx = (left + x) % MAX_BUF_XSIZE;
263 int yy = (top + y) % MAX_BUF_YSIZE;
266 BlitBitmap(screenBitmap, window,
267 xx * TILEX, yy * TILEY, TILEX, TILEY,
268 SX + x * TILEX, SY + y * TILEY);
275 for (x = 0; x < MAX_BUF_XSIZE; x++)
276 for (y = 0; y < MAX_BUF_YSIZE; y++)
277 redraw[x][y] = FALSE;
280 scrolling_last = scrolling;
283 void DDScrollBuffer_Blt()
288 void DDScrollBuffer_ScrollTo(int X, int Y)
300 ScrollPlayfieldIfNeeded();
303 void DDScrollBuffer_ScrollTowards(int X, int Y, double Step)
315 r = Sqr(dx * dx + dY * dY);
316 if (r == 0) // we are there already
324 mScrollX = mScrollX + dx * r;
325 mScrollY = mScrollY + dY * r;
329 ScrollPlayfieldIfNeeded();
332 void DDScrollBuffer_SoftScrollTo(int X, int Y, long TimeMS, int FPS)
337 long oldX, oldY, maxD;
338 static boolean AlreadyRunning = False;
346 AlreadyRunning = True;
351 maxD = (Abs(dx) < Abs(dY) ? Abs(dY) : Abs(dx));
353 StepCount = FPS * (TimeMS / (double)1000);
354 if (StepCount > maxD)
361 tStep = (double)1 / StepCount;
365 for (T = (double)tStep; T <= (double)1; T += tStep)
367 mScrollX = oldX + T * dx;
368 mScrollY = oldY + T * dY;
378 AlreadyRunning = False;
380 ScrollPlayfieldIfNeeded();