added test code for using bitmaps instead of textures for global animations
[rocksndiamonds.git] / src / libgame / system.c
index a1fbad08e28bca122f14f3d295e972b1ec3b46b9..d1cb4d35d2ed875a29181b410d034b310fe81285 100644 (file)
@@ -207,6 +207,9 @@ void InitGfxWindowInfo(int win_xsize, int win_ysize)
   gfx.background_bitmap_mask = REDRAW_NONE;
 
   ReCreateBitmap(&gfx.background_bitmap, win_xsize, win_ysize, DEFAULT_DEPTH);
+#if USE_FINAL_SCREEN_BITMAP
+  ReCreateBitmap(&gfx.final_screen_bitmap, win_xsize, win_ysize, DEFAULT_DEPTH);
+#endif
 }
 
 void InitGfxScrollbufferInfo(int scrollbuffer_width, int scrollbuffer_height)
@@ -742,6 +745,36 @@ void BlitTextureMasked(Bitmap *bitmap,
                 BLIT_MASKED);
 }
 
+void BlitToScreen(Bitmap *bitmap,
+                 int src_x, int src_y, int width, int height,
+                 int dst_x, int dst_y)
+{
+  if (bitmap == NULL)
+    return;
+
+#if USE_FINAL_SCREEN_BITMAP
+  BlitBitmap(bitmap, gfx.final_screen_bitmap, src_x, src_y,
+            width, height, dst_x, dst_y);
+#else
+  BlitTexture(bitmap, src_x, src_y, width, height, dst_x, dst_y);
+#endif
+}
+
+void BlitToScreenMasked(Bitmap *bitmap,
+                       int src_x, int src_y, int width, int height,
+                       int dst_x, int dst_y)
+{
+  if (bitmap == NULL)
+    return;
+
+#if USE_FINAL_SCREEN_BITMAP
+  BlitBitmapMasked(bitmap, gfx.final_screen_bitmap, src_x, src_y,
+                  width, height, dst_x, dst_y);
+#else
+  BlitTextureMasked(bitmap, src_x, src_y, width, height, dst_x, dst_y);
+#endif
+}
+
 void DrawSimpleBlackLine(Bitmap *bitmap, int from_x, int from_y,
                         int to_x, int to_y)
 {