changed zooming bitmaps to use masked surface for zooming
[rocksndiamonds.git] / src / libgame / system.c
index acd36018b2614036196301205967ab4e581f6e5b..d8c79937451ab0b05fa4b517a54c225c54c5fb21 100644 (file)
@@ -50,6 +50,7 @@ DrawBuffer           *drawto = NULL;
 
 int                    button_status = MB_NOT_PRESSED;
 boolean                        motion_status = FALSE;
+int                    wheel_steps = DEFAULT_WHEEL_STEPS;
 #if defined(TARGET_SDL2)
 boolean                        keyrepeat_status = TRUE;
 #endif
@@ -203,16 +204,16 @@ void InitGfxWindowInfo(int win_xsize, int win_ysize)
 {
   if (win_xsize != gfx.win_xsize || win_ysize != gfx.win_ysize)
   {
-    ReCreateBitmap(&gfx.background_bitmap, win_xsize, win_ysize, DEFAULT_DEPTH);
+    ReCreateBitmap(&gfx.background_bitmap, win_xsize, win_ysize);
 
 #if defined(TARGET_SDL2)
-    ReCreateBitmap(&gfx.final_screen_bitmap, win_xsize, win_ysize, DEFAULT_DEPTH);
+    ReCreateBitmap(&gfx.final_screen_bitmap, win_xsize, win_ysize);
 #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);
+    ReCreateBitmap(&gfx.fade_bitmap_backup, win_xsize, win_ysize);
+    ReCreateBitmap(&gfx.fade_bitmap_source, win_xsize, win_ysize);
+    ReCreateBitmap(&gfx.fade_bitmap_target, win_xsize, win_ysize);
+    ReCreateBitmap(&gfx.fade_bitmap_black,  win_xsize, win_ysize);
 
     ClearRectangle(gfx.fade_bitmap_black, 0, 0, win_xsize, win_ysize);
   }
@@ -444,9 +445,9 @@ Bitmap *CreateBitmap(int width, int height, int depth)
   return new_bitmap;
 }
 
-void ReCreateBitmap(Bitmap **bitmap, int width, int height, int depth)
+void ReCreateBitmap(Bitmap **bitmap, int width, int height)
 {
-  Bitmap *new_bitmap = CreateBitmap(width, height, depth);
+  Bitmap *new_bitmap = CreateBitmap(width, height, DEFAULT_DEPTH);
 
   if (*bitmap == NULL)
   {
@@ -976,30 +977,9 @@ void ReloadCustomImage(Bitmap *bitmap, char *basename)
   free(new_bitmap);
 }
 
-Bitmap *ZoomBitmap(Bitmap *src_bitmap, int zoom_width, int zoom_height)
+static Bitmap *ZoomBitmap(Bitmap *src_bitmap, int zoom_width, int zoom_height)
 {
-  Bitmap *dst_bitmap = SDLZoomBitmap(src_bitmap, zoom_width, zoom_height);
-
-  return dst_bitmap;
-}
-
-static void SetMaskedBitmapSurface(Bitmap *bitmap)
-{
-  if (bitmap == NULL)
-    return;
-
-  SDL_Surface *surface = bitmap->surface;
-
-  if (bitmap->surface_masked)
-    SDL_FreeSurface(bitmap->surface_masked);
-
-  SDL_SetColorKey(surface, SET_TRANSPARENT_PIXEL,
-                 SDL_MapRGB(surface->format, 0x00, 0x00, 0x00));
-
-  if ((bitmap->surface_masked = SDLGetNativeSurface(surface)) == NULL)
-    Error(ERR_EXIT, "SDL_DisplayFormat() failed");
-
-  SDL_SetColorKey(surface, UNSET_TRANSPARENT_PIXEL, 0);
+  return SDLZoomBitmap(src_bitmap, zoom_width, zoom_height);
 }
 
 void ReCreateGameTileSizeBitmap(Bitmap **bitmaps)
@@ -1026,8 +1006,6 @@ void ReCreateGameTileSizeBitmap(Bitmap **bitmaps)
 
   bitmaps[IMG_BITMAP_CUSTOM] = bitmap_new;
   bitmaps[IMG_BITMAP_GAME]   = bitmap_new;
-
-  SetMaskedBitmapSurface(bitmap_new);
 }
 
 static void CreateScaledBitmaps(Bitmap **bitmaps, int zoom_factor,
@@ -1195,12 +1173,6 @@ static void CreateScaledBitmaps(Bitmap **bitmaps, int zoom_factor,
     bitmaps[IMG_BITMAP_32x32] = tmp_bitmap_1;
   }
 
-  // create corresponding bitmaps for masked blitting
-  for (i = 0; i < NUM_IMG_BITMAPS; i++)
-    if (bitmaps[i] != NULL &&
-       bitmaps[i] != old_bitmap)
-      SetMaskedBitmapSurface(bitmaps[i]);
-
   UPDATE_BUSY_STATE();
 
   print_timestamp_done("CreateScaledBitmaps");