cleanup of screen fading code
[rocksndiamonds.git] / src / libgame / system.h
index 645e82bfd58c19d2af357a1641bf9f87696167bb..6eca6f9b5e105b88d3840dbdf5bbb149a7379b9a 100644 (file)
 #define REDRAW_NONE            (0)
 #define REDRAW_ALL             (1 << 0)
 #define REDRAW_FIELD           (1 << 1)
-#define REDRAW_TILES           (1 << 2)
-#define REDRAW_DOOR_1          (1 << 3)
-#define REDRAW_VIDEO_1         (1 << 4)
-#define REDRAW_VIDEO_2         (1 << 5)
-#define REDRAW_VIDEO_3         (1 << 6)
-#define REDRAW_MICROLEVEL      (1 << 7)
-#define REDRAW_MICROLABEL      (1 << 8)
-#define REDRAW_FROM_BACKBUFFER (1 << 9)
-#define REDRAW_DOOR_2          (REDRAW_VIDEO_1 | \
-                                REDRAW_VIDEO_2 | \
-                                REDRAW_VIDEO_3)
-#define REDRAW_DOOR_3          (1 << 10)
+#define REDRAW_DOOR_1          (1 << 2)
+#define REDRAW_DOOR_2          (1 << 3)
+#define REDRAW_DOOR_3          (1 << 4)
+#define REDRAW_FPS             (1 << 5)
+
 #define REDRAW_DOORS           (REDRAW_DOOR_1 | \
                                 REDRAW_DOOR_2 | \
                                 REDRAW_DOOR_3)
-#define REDRAW_MAIN            (REDRAW_FIELD | \
-                                REDRAW_TILES | \
-                                REDRAW_MICROLEVEL)
-#define REDRAW_FPS             (1 << 11)
-
-/* on modern graphics systems and when using the SDL target, the old tile redraw
-   optimization can slow things down a lot due to many small blits compared to
-   one single playfield-sized blit (especially observed on Mac OS X with SDL) */
-#define REDRAWTILES_THRESHOLD  0
 
 #define IN_GFX_FIELD_PLAY(x, y)        (x >= gfx.sx && x < gfx.sx + gfx.sxsize && \
                                 y >= gfx.sy && y < gfx.sy + gfx.sysize)
@@ -802,8 +786,6 @@ struct GfxInfo
   int draw_deactivation_mask;
   int draw_background_mask;
 
-  boolean drawing_area_changed;
-
   Bitmap *field_save_buffer;
 
   Bitmap *background_bitmap;
@@ -998,6 +980,7 @@ struct SetupInfo
   int game_frame_delay;
   boolean sp_show_border_elements;
   boolean small_game_graphics;
+  boolean show_snapshot_buttons;
 
   char *graphics_set;
   char *sounds_set;
@@ -1296,7 +1279,6 @@ extern boolean                    keyrepeat_status;
 #endif
 
 extern int                     redraw_mask;
-extern int                     redraw_tiles;
 
 extern int                     FrameCounter;
 
@@ -1330,6 +1312,7 @@ void SetDrawBackgroundMask(int);
 void SetWindowBackgroundBitmap(Bitmap *);
 void SetMainBackgroundBitmap(Bitmap *);
 void SetDoorBackgroundBitmap(Bitmap *);
+void SetRedrawMaskFromArea(int, int, int, int);
 
 void LimitScreenUpdates(boolean);
 
@@ -1360,7 +1343,6 @@ Pixel GetPixelFromRGBcompact(Bitmap *, unsigned int);
 
 void KeyboardAutoRepeatOn(void);
 void KeyboardAutoRepeatOff(void);
-boolean PointerInWindow(DrawWindow *);
 boolean SetVideoMode(boolean);
 boolean ChangeVideoModeIfNeeded(boolean);