* perhaps use mit-shm to speed this up
*/
-void blitscreen(void)
+void BlitScreenToBitmap_EM(Bitmap *target_bitmap)
{
unsigned int x = screen_x % (MAX_BUF_XSIZE * TILEX);
unsigned int y = screen_y % (MAX_BUF_YSIZE * TILEY);
if (x < 2 * TILEX && y < 2 * TILEY)
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
SCR_FIELDX * TILEX, SCR_FIELDY * TILEY, SX, SY);
}
else if (x < 2 * TILEX && y >= 2 * TILEY)
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
SCR_FIELDX * TILEX, MAX_BUF_YSIZE * TILEY - y,
SX, SY);
- BlitBitmap(screenBitmap, window, x, 0,
+ BlitBitmap(screenBitmap, target_bitmap, x, 0,
SCR_FIELDX * TILEX, y - 2 * TILEY,
SX, SY + MAX_BUF_YSIZE * TILEY - y);
}
else if (x >= 2 * TILEX && y < 2 * TILEY)
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
MAX_BUF_XSIZE * TILEX - x, SCR_FIELDY * TILEY,
SX, SY);
- BlitBitmap(screenBitmap, window, 0, y,
+ BlitBitmap(screenBitmap, target_bitmap, 0, y,
x - 2 * TILEX, SCR_FIELDY * TILEY,
SX + MAX_BUF_XSIZE * TILEX - x, SY);
}
else
{
- BlitBitmap(screenBitmap, window, x, y,
+ BlitBitmap(screenBitmap, target_bitmap, x, y,
MAX_BUF_XSIZE * TILEX - x, MAX_BUF_YSIZE * TILEY - y,
SX, SY);
- BlitBitmap(screenBitmap, window, 0, y,
+ BlitBitmap(screenBitmap, target_bitmap, 0, y,
x - 2 * TILEX, MAX_BUF_YSIZE * TILEY - y,
SX + MAX_BUF_XSIZE * TILEX - x, SY);
- BlitBitmap(screenBitmap, window, x, 0,
+ BlitBitmap(screenBitmap, target_bitmap, x, 0,
MAX_BUF_XSIZE * TILEX - x, y - 2 * TILEY,
SX, SY + MAX_BUF_YSIZE * TILEY - y);
- BlitBitmap(screenBitmap, window, 0, 0,
+ BlitBitmap(screenBitmap, target_bitmap, 0, 0,
x - 2 * TILEX, y - 2 * TILEY,
SX + MAX_BUF_XSIZE * TILEX - x, SY + MAX_BUF_YSIZE * TILEY - y);
}
}
+void blitscreen(void)
+{
+ BlitScreenToBitmap_EM(window);
+}
+
static void DrawLevelField_EM(int x, int y, int sx, int sy,
boolean draw_masked)
{
}
}
- DrawGameDoorValues_EM(lev.required, ply1.dynamite, lev.score,
- DISPLAY_TIME(lev.time + 4));
+ DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
+ DISPLAY_TIME(lev.time + 4), ply1.keys | ply2.keys);
}
-void game_animscreen(void)
+void RedrawPlayfield_EM()
{
unsigned int x,y;
FlushDisplay();
}
+
+void game_animscreen(void)
+{
+ RedrawPlayfield_EM();
+}
+
+void DrawGameDoorValues_EM()
+{
+ DrawAllGameValues(lev.required, ply1.dynamite, lev.score,
+ DISPLAY_TIME(lev.time), ply1.keys | ply2.keys);
+}