cleanup of redraw masks
[rocksndiamonds.git] / src / tools.c
index b4449392b0ff789287898b0e40ed5f8422e765ea..16985341b6241826baa1074be7d99c6f927b3d43 100644 (file)
@@ -334,11 +334,6 @@ void DrawMaskedBorder(int redraw_mask)
       effectiveGameStatus() == GAME_MODE_TITLE)
     return;
 
-  /* never draw masked screen borders when displaying request outside door */
-  if (effectiveGameStatus() == GAME_MODE_PSEUDO_DOOR &&
-      global.use_envelope_request)
-    return;
-
   if (redraw_mask & REDRAW_ALL)
     DrawMaskedBorder_ALL();
   else
@@ -356,7 +351,6 @@ void DrawMaskedBorder(int redraw_mask)
 
 void BlitScreenToBitmap_RND(Bitmap *target_bitmap)
 {
-  DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
   int fx = FX, fy = FY;
   int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
   int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
@@ -410,7 +404,7 @@ void BlitScreenToBitmap_RND(Bitmap *target_bitmap)
       fy = 2 * TILEY_VAR - (EVEN(lev_fieldy) ? TILEY_VAR / 2 : 0);
   }
 
-  BlitBitmap(buffer, target_bitmap, fx, fy, SXSIZE, SYSIZE, SX, SY);
+  BlitBitmap(drawto_field, target_bitmap, fx, fy, SXSIZE, SYSIZE, SX, SY);
 }
 
 void BlitScreenToBitmap(Bitmap *target_bitmap)
@@ -421,106 +415,53 @@ void BlitScreenToBitmap(Bitmap *target_bitmap)
     BlitScreenToBitmap_SP(target_bitmap);
   else if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
     BlitScreenToBitmap_RND(target_bitmap);
+
+  redraw_mask |= REDRAW_FIELD;
 }
 
-void BackToFront_OLD()
+void DrawFramesPerSecond()
 {
-  DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
+  char text[100];
+  int font_nr = FONT_TEXT_2;
+  int font_width = getFontWidth(font_nr);
 
-#if 0
-  /* !!! TEST ONLY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
-  /* (force full redraw) */
-  if (game_status == GAME_MODE_PLAYING)
-    redraw_mask |= REDRAW_FIELD;
-#endif
+  sprintf(text, "%04.1f fps", global.frames_per_second);
+
+  DrawTextExt(backbuffer, WIN_XSIZE - font_width * strlen(text), 0, text,
+             font_nr, BLIT_OPAQUE);
+}
 
+void BackToFront()
+{
   if (redraw_mask == REDRAW_NONE)
     return;
 
-#if 0
-  printf("::: ");
-  if (redraw_mask & REDRAW_ALL)
-    printf("[REDRAW_ALL]");
-  if (redraw_mask & REDRAW_FIELD)
-    printf("[REDRAW_FIELD]");
-  if (redraw_mask & REDRAW_DOOR_1)
-    printf("[REDRAW_DOOR_1]");
-  if (redraw_mask & REDRAW_DOOR_2)
-    printf("[REDRAW_DOOR_2]");
-  if (redraw_mask & REDRAW_FROM_BACKBUFFER)
-    printf("[REDRAW_FROM_BACKBUFFER]");
-  printf(" [%d]\n", FrameCounter);
-#endif
-
-  if (global.fps_slowdown && game_status == GAME_MODE_PLAYING)
-  {
-    static boolean last_frame_skipped = FALSE;
-    boolean skip_even_when_not_scrolling = TRUE;
-    boolean just_scrolling = (ScreenMovDir != 0);
-    boolean verbose = FALSE;
-
-    if (global.fps_slowdown_factor > 1 &&
-       (FrameCounter % global.fps_slowdown_factor) &&
-       (just_scrolling || skip_even_when_not_scrolling))
-    {
-      redraw_mask &= ~REDRAW_MAIN;
-
-      last_frame_skipped = TRUE;
-
-      if (verbose)
-       printf("FRAME SKIPPED\n");
-    }
-    else
-    {
-      if (last_frame_skipped)
-       redraw_mask |= REDRAW_FIELD;
-
-      last_frame_skipped = FALSE;
-
-      if (verbose)
-       printf("frame not skipped\n");
-    }
-  }
+  // draw masked border to all viewports, if defined
+  DrawMaskedBorder(redraw_mask);
 
-  /* synchronize X11 graphics at this point; if we would synchronize the
-     display immediately after the buffer switching (after the XFlush),
-     this could mean that we have to wait for the graphics to complete,
-     although we could go on doing calculations for the next frame */
+  // draw frames per second (only if debug mode is enabled)
+  if (redraw_mask & REDRAW_FPS)
+    DrawFramesPerSecond();
 
-  /* SyncDisplay(); */
+  // redraw complete window if both playfield and (some) doors need redraw
+  if (redraw_mask & REDRAW_FIELD && redraw_mask & REDRAW_DOORS)
+    redraw_mask = REDRAW_ALL;
 
-  /* never draw masked border to backbuffer when using playfield buffer */
-  if (game_status != GAME_MODE_PLAYING ||
-      redraw_mask & REDRAW_FROM_BACKBUFFER ||
-      buffer == backbuffer)
-    DrawMaskedBorder(redraw_mask);
-  else
-    DrawMaskedBorder(redraw_mask & REDRAW_DOORS);
+  /* although redrawing the whole window would be fine for normal gameplay,
+     being able to only redraw the playfield is required for deactivating
+     certain drawing areas (mainly playfield) to work, which is needed for
+     warp-forward to be fast enough (by skipping redraw of most frames) */
 
   if (redraw_mask & REDRAW_ALL)
   {
     BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-
-    redraw_mask = REDRAW_NONE;
   }
-
-  if (redraw_mask & REDRAW_FIELD)
+  else if (redraw_mask & REDRAW_FIELD)
   {
-    if (game_status != GAME_MODE_PLAYING ||
-       redraw_mask & REDRAW_FROM_BACKBUFFER)
-    {
-      BlitBitmap(backbuffer, window,
-                REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
-    }
-    else
-    {
-      BlitScreenToBitmap_RND(window);
-    }
-
-    redraw_mask &= ~REDRAW_MAIN;
+    BlitBitmap(backbuffer, window,
+              REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
   }
-
-  if (redraw_mask & REDRAW_DOORS)
+  else if (redraw_mask & REDRAW_DOORS)
   {
     if (redraw_mask & REDRAW_DOOR_1)
       BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
@@ -530,46 +471,8 @@ void BackToFront_OLD()
 
     if (redraw_mask & REDRAW_DOOR_3)
       BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
-
-    redraw_mask &= ~REDRAW_DOORS;
   }
 
-  if (redraw_mask & REDRAW_MICROLEVEL)
-  {
-    BlitBitmap(backbuffer, window, SX, SY + 10 * TILEY, SXSIZE, 7 * TILEY,
-              SX, SY + 10 * TILEY);
-
-    redraw_mask &= ~REDRAW_MICROLEVEL;
-  }
-
-  if (redraw_mask & REDRAW_FPS)                /* display frames per second */
-  {
-    char text[100];
-    char info1[100];
-
-    sprintf(info1, " (only every %d. frame)", global.fps_slowdown_factor);
-    if (!global.fps_slowdown)
-      info1[0] = '\0';
-
-    sprintf(text, "%04.1f fps%s", global.frames_per_second, info1);
-
-    DrawTextExt(window, SX + SXSIZE + SX, 0, text, FONT_TEXT_2, BLIT_OPAQUE);
-  }
-
-  redraw_mask = REDRAW_NONE;
-}
-
-void BackToFront()
-{
-  if (redraw_mask == REDRAW_NONE)
-    return;
-
-  // draw masked border to all viewports, if defined
-  DrawMaskedBorder(redraw_mask);
-
-  // blit backbuffer to visible screen
-  BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-
   redraw_mask = REDRAW_NONE;
 }
 
@@ -860,7 +763,9 @@ void ClearField()
     SetDrawtoField(DRAW_FIELDBUFFER);
   }
   else
+  {
     SetDrawtoField(DRAW_BACKBUFFER);
+  }
 }
 
 void MarkTileDirty(int x, int y)
@@ -2066,7 +1971,7 @@ void AnimateEnvelope(int envelope_nr, int anim_mode, int action)
                   level.envelope[envelope_nr].autowrap,
                   level.envelope[envelope_nr].centered, FALSE);
 
-    redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+    redraw_mask |= REDRAW_FIELD;
     BackToFront();
 
     SkipUntilDelayReached(&anim_delay, anim_delay_value, &i, last_frame);
@@ -2312,7 +2217,7 @@ void AnimateEnvelopeRequest(int anim_mode, int action)
       }
     }
 
-    redraw_mask |= REDRAW_FIELD | REDRAW_FROM_BACKBUFFER;
+    redraw_mask |= REDRAW_FIELD;
 
     DoAnimation();
     BackToFront();
@@ -2321,7 +2226,6 @@ void AnimateEnvelopeRequest(int anim_mode, int action)
   }
 }
 
-
 void ShowEnvelopeRequest(char *text, unsigned int req_state, int action)
 {
   int last_game_status = game_status;  /* save current game status */
@@ -2505,7 +2409,7 @@ static void DrawPreviewLevelPlayfieldExt(int from_x, int from_y)
     }
   }
 
-  redraw_mask |= REDRAW_MICROLEVEL;
+  redraw_mask |= REDRAW_FIELD;
 }
 
 #define MICROLABEL_EMPTY               0
@@ -2574,7 +2478,7 @@ static void DrawPreviewLevelLabelExt(int mode)
   if (strlen(label_text) > 0)
     DrawTextSAligned(pos->x, pos->y, label_text, font_nr, pos->align);
 
-  redraw_mask |= REDRAW_MICROLEVEL;
+  redraw_mask |= REDRAW_FIELD;
 }
 
 static void DrawPreviewLevelExt(boolean restart)
@@ -3290,9 +3194,15 @@ void WaitForEventToContinue()
 
 static int RequestHandleEvents(unsigned int req_state)
 {
+  boolean level_solved = (game_status == GAME_MODE_PLAYING &&
+                         local_player->LevelSolved_GameEnd);
   int last_game_status = game_status;  /* save current game status */
+  int width  = request.width;
+  int height = request.height;
+  int sx, sy;
   int result;
-  int mx, my;
+
+  setRequestPosition(&sx, &sy, FALSE);
 
   button_status = MB_RELEASED;
 
@@ -3301,6 +3211,21 @@ static int RequestHandleEvents(unsigned int req_state)
 
   while (result < 0)
   {
+    if (level_solved)
+    {
+      SetDrawtoField(DRAW_FIELDBUFFER);
+
+      HandleGameActions();
+
+      SetDrawtoField(DRAW_BACKBUFFER);
+
+      if (global.use_envelope_request)
+      {
+       /* copy current state of request area to middle of playfield area */
+       BlitBitmap(bitmap_db_cross, drawto, sx, sy, width, height, sx, sy);
+      }
+    }
+
     if (PendingEvent())
     {
       Event event;
@@ -3313,6 +3238,8 @@ static int RequestHandleEvents(unsigned int req_state)
          case EVENT_BUTTONRELEASE:
          case EVENT_MOTIONNOTIFY:
          {
+           int mx, my;
+
            if (event.type == EVENT_MOTIONNOTIFY)
            {
              if (!button_status)
@@ -3418,9 +3345,13 @@ static int RequestHandleEvents(unsigned int req_state)
        result = 0;
     }
 
-    if (game_status == GAME_MODE_PLAYING && local_player->LevelSolved_GameEnd)
+    if (level_solved)
     {
-      HandleGameActions();
+      if (global.use_envelope_request)
+      {
+       /* copy back current state of pressed buttons inside request area */
+       BlitBitmap(drawto, bitmap_db_cross, sx, sy, width, height, sx, sy);
+      }
     }
     else
     {