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)
#define IN_GFX_FIELD_FULL(x, y) (x >= gfx.real_sx && \
boolean scroll_delay;
boolean scroll_delay_value;
char *engine_snapshot_mode;
- boolean soft_scrolling;
boolean fade_screens;
boolean autorecord;
boolean show_titlescreen;
#endif
extern int redraw_mask;
-extern int redraw_tiles;
extern int FrameCounter;
void KeyboardAutoRepeatOn(void);
void KeyboardAutoRepeatOff(void);
-boolean PointerInWindow(DrawWindow *);
boolean SetVideoMode(boolean);
boolean ChangeVideoModeIfNeeded(boolean);