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code cleanup
[rocksndiamonds.git]
/
src
/
anim.c
diff --git
a/src/anim.c
b/src/anim.c
index 37c7193c21c8745069ed60ce585928f6de14da56..fa124cb6ab692e957125a060b0d8ffe0a013ef96 100644
(file)
--- a/
src/anim.c
+++ b/
src/anim.c
@@
-206,6
+206,7
@@
static unsigned int anim_sync_frame = 0;
static int game_mode_anim_classes[NUM_GAME_MODES];
static int anim_class_game_modes[NUM_ANIM_CLASSES];
static int game_mode_anim_classes[NUM_GAME_MODES];
static int anim_class_game_modes[NUM_ANIM_CLASSES];
+static int anim_status_last_before_fading = GAME_MODE_DEFAULT;
static int anim_status_last = GAME_MODE_DEFAULT;
static int anim_classes_last = ANIM_CLASS_NONE;
static int anim_status_last = GAME_MODE_DEFAULT;
static int anim_classes_last = ANIM_CLASS_NONE;
@@
-560,6
+561,7
@@
void InitGlobalAnimControls()
anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
anim_class_game_modes_list[i].game_mode;
anim_class_game_modes[anim_class_game_modes_list[i].class_bit] =
anim_class_game_modes_list[i].game_mode;
+ anim_status_last_before_fading = GAME_MODE_LOADING;
anim_status_last = GAME_MODE_LOADING;
anim_classes_last = ANIM_CLASS_NONE;
}
anim_status_last = GAME_MODE_LOADING;
anim_classes_last = ANIM_CLASS_NONE;
}
@@
-598,15
+600,23
@@
void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
if (drawing_target == DRAW_TO_FADE_TARGET)
after_fading = TRUE;
if (drawing_target == DRAW_TO_FADE_TARGET)
after_fading = TRUE;
+ // special case: changing from/to this screen is done without fading
+ if (global.anim_status == GAME_MODE_PSEUDO_TYPENAME ||
+ anim_status_last == GAME_MODE_PSEUDO_TYPENAME)
+ after_fading = TRUE;
+
// ---------- part 1 ------------------------------------------------------
// start or stop global animations by change of game mode
// (special handling of animations for "current screen" and "all screens")
// ---------- part 1 ------------------------------------------------------
// start or stop global animations by change of game mode
// (special handling of animations for "current screen" and "all screens")
- // stop animations for last screen
- game_mode_anim_action[anim_status_last] = ANIM_STOP;
+ if (global.anim_status_next != anim_status_last_before_fading)
+ {
+ // stop animations for last screen before fading to new screen
+ game_mode_anim_action[anim_status_last] = ANIM_STOP;
- // start animations for current screen
- game_mode_anim_action[global.anim_status] = ANIM_START;
+ // start animations for current screen after fading to new screen
+ game_mode_anim_action[global.anim_status] = ANIM_START;
+ }
// start animations for all screens after loading new artwork set
if (anim_status_last == GAME_MODE_LOADING)
// start animations for all screens after loading new artwork set
if (anim_status_last == GAME_MODE_LOADING)
@@
-635,7
+645,10
@@
void DrawGlobalAnimationsExt(int drawing_target, int drawing_stage)
if (drawing_target == DRAW_TO_SCREEN)
{
if (after_fading)
if (drawing_target == DRAW_TO_SCREEN)
{
if (after_fading)
+ {
anim_classes_last = anim_classes_next;
anim_classes_last = anim_classes_next;
+ anim_status_last_before_fading = global.anim_status;
+ }
anim_status_last = global.anim_status;
anim_status_last = global.anim_status;
@@
-1235,7
+1248,9
@@
void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
{
struct GlobalAnimPartControlInfo *part;
struct GraphicInfo *c = &anim->control_info;
+ int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
int state, active_part_nr;
int state, active_part_nr;
+ int i;
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
@@
-1276,13
+1291,8
@@
void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
case ANIM_STOP:
anim->state = ANIM_STATE_INACTIVE;
- {
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
- for (i = 0; i < num_parts; i++)
- StopGlobalAnimSoundAndMusic(&anim->part[i]);
- }
+ for (i = 0; i < num_parts; i++)
+ StopGlobalAnimSoundAndMusic(&anim->part[i]);
return;
return;
@@
-1292,9
+1302,6
@@
void HandleGlobalAnim_Main(struct GlobalAnimMainControlInfo *anim, int action)
if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
{
if (c->anim_mode & ANIM_ALL || anim->num_parts == 0)
{
- int num_parts = anim->num_parts + (anim->has_base ? 1 : 0);
- int i;
-
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
anim->mode_nr, anim->nr, num_parts);
#if 0
printf("::: HandleGlobalAnim_Main: %d, %d => %d\n",
anim->mode_nr, anim->nr, num_parts);
@@
-1452,20
+1459,24
@@
static void InitGlobalAnim_Clickable()
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
{
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
{
+ boolean anything_clicked = FALSE;
boolean any_part_clicked = FALSE;
int mode_nr;
boolean any_part_clicked = FALSE;
int mode_nr;
- for (mode_nr = 0; mode_nr < NUM_GAME_MODES; mode_nr++)
+ // check game modes in reverse draw order (to stop when clicked)
+ for (mode_nr = NUM_GAME_MODES - 1; mode_nr >= 0; mode_nr--)
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
{
struct GlobalAnimControlInfo *ctrl = &global_anim_ctrl[mode_nr];
int anim_nr;
- for (anim_nr = 0; anim_nr < ctrl->num_anims; anim_nr++)
+ // check animations in reverse draw order (to stop when clicked)
+ for (anim_nr = ctrl->num_anims - 1; anim_nr >= 0; anim_nr--)
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
int part_nr;
{
struct GlobalAnimMainControlInfo *anim = &ctrl->anim[anim_nr];
int part_nr;
- for (part_nr = 0; part_nr < anim->num_parts_all; part_nr++)
+ // check animation parts in reverse draw order (to stop when clicked)
+ for (part_nr = anim->num_parts_all - 1; part_nr >= 0; part_nr--)
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
{
struct GlobalAnimPartControlInfo *part = &anim->part[part_nr];
@@
-1479,8
+1490,13
@@
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
if (!part->clickable)
continue;
if (!part->clickable)
continue;
+ // always handle "any" click events (clicking anywhere on screen) ...
if (isClickablePart(part, ANIM_EVENT_ANY))
if (isClickablePart(part, ANIM_EVENT_ANY))
- any_part_clicked = part->clicked = TRUE;
+ anything_clicked = part->clicked = TRUE;
+
+ // ... but only handle the first (topmost) clickable animation
+ if (any_part_clicked)
+ continue;
if (isClickedPart(part, mx, my, clicked))
{
if (isClickedPart(part, mx, my, clicked))
{
@@
-1488,8
+1504,10
@@
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
#endif
printf("::: %d.%d CLICKED\n", anim_nr, part_nr);
#endif
+ any_part_clicked = TRUE;
+
if (isClickablePart(part, ANIM_EVENT_SELF))
if (isClickablePart(part, ANIM_EVENT_SELF))
- any
_part
_clicked = part->clicked = TRUE;
+ any
thing
_clicked = part->clicked = TRUE;
// check if this click is defined to trigger other animations
int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
// check if this click is defined to trigger other animations
int gic_anim_nr = part->old_anim_nr + 1; // X as in "anim_X"
@@
-1511,7
+1529,7
@@
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
if (isClickablePart(part2, mask))
struct GlobalAnimPartControlInfo *part2 = &anim2->part[part2_nr];
if (isClickablePart(part2, mask))
- any
_part
_clicked = part2->clicked = TRUE;
+ any
thing
_clicked = part2->clicked = TRUE;
#if 0
struct GraphicInfo *c = &part2->control_info;
#if 0
struct GraphicInfo *c = &part2->control_info;
@@
-1532,7
+1550,7
@@
static boolean InitGlobalAnim_Clicked(int mx, int my, boolean clicked)
}
}
}
}
- return any
_part
_clicked;
+ return any
thing
_clicked;
}
static void ResetGlobalAnim_Clickable()
}
static void ResetGlobalAnim_Clickable()