ReCreateBitmap(&gfx.final_screen_bitmap, win_xsize, win_ysize, DEFAULT_DEPTH);
#endif
+ ReCreateBitmap(&gfx.fade_bitmap_backup, win_xsize, win_ysize, DEFAULT_DEPTH);
ReCreateBitmap(&gfx.fade_bitmap_source, win_xsize, win_ysize, DEFAULT_DEPTH);
ReCreateBitmap(&gfx.fade_bitmap_target, win_xsize, win_ysize, DEFAULT_DEPTH);
ReCreateBitmap(&gfx.fade_bitmap_black, win_xsize, win_ysize, DEFAULT_DEPTH);
gfx.draw_busy_anim_function = draw_busy_anim_function;
}
-void InitGfxDrawGlobalAnimFunction(void (*draw_global_anim_function)(int))
+void InitGfxDrawGlobalAnimFunction(void (*draw_global_anim_function)(int, int))
{
gfx.draw_global_anim_function = draw_global_anim_function;
}
video.window_scaling_available = WINDOW_SCALING_STATUS;
+ video.frame_delay = 0;
+ video.frame_delay_value = GAME_FRAME_DELAY;
+
SDLInitVideoBuffer(fullscreen);
video.initialized = TRUE;
return SDLSetVideoMode(fullscreen);
}
+void SetVideoFrameDelay(unsigned int frame_delay_value)
+{
+ video.frame_delay_value = frame_delay_value;
+}
+
+unsigned int GetVideoFrameDelay()
+{
+ return video.frame_delay_value;
+}
+
boolean ChangeVideoModeIfNeeded(boolean fullscreen)
{
if ((fullscreen && !video.fullscreen_enabled && video.fullscreen_available)||