added also fading in/out global animations to be started/stopped
[rocksndiamonds.git] / src / libgame / system.c
index 595daad7bd3fc148b43b0035fd8bc49b50d51f75..02938e3544e07825eabf196ea4b01faafd5a81fb 100644 (file)
@@ -212,6 +212,7 @@ void InitGfxWindowInfo(int win_xsize, int win_ysize)
   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);
@@ -241,7 +242,7 @@ void InitGfxDrawBusyAnimFunction(void (*draw_busy_anim_function)(void))
   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;
 }
@@ -378,6 +379,9 @@ void InitVideoBuffer(int width, int height, int depth, boolean fullscreen)
 
   video.window_scaling_available = WINDOW_SCALING_STATUS;
 
+  video.frame_delay = 0;
+  video.frame_delay_value = GAME_FRAME_DELAY;
+
   SDLInitVideoBuffer(fullscreen);
 
   video.initialized = TRUE;
@@ -885,6 +889,16 @@ boolean SetVideoMode(boolean fullscreen)
   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)||