BackToFront();
}
-#define FADE_MODE_FADE_IN 0
-#define FADE_MODE_FADE_OUT 1
-#define FADE_MODE_CROSSFADE 2
-
-static void FadeExt(Bitmap *bitmap_cross, int fade_ms, int fade_mode)
+void FadeIn(int fade_delay)
{
- static boolean initialization_needed = TRUE;
- static SDL_Surface *surface_screen_copy = NULL;
- static SDL_Surface *surface_black = NULL;
- SDL_Surface *surface_screen = backbuffer->surface;
- SDL_Surface *surface_cross; /* initialized later */
- boolean fade_reverse; /* initialized later */
- unsigned int time_last, time_current;
- float alpha;
- int alpha_final;
-
- if (initialization_needed)
- {
- unsigned int flags = SDL_SRCALPHA;
-
- /* use same surface type as screen surface */
- if ((surface_screen->flags & SDL_HWSURFACE))
- flags |= SDL_HWSURFACE;
- else
- flags |= SDL_SWSURFACE;
-
- /* create surface for temporary copy of screen buffer */
- if ((surface_screen_copy =
- SDL_CreateRGBSurface(flags,
- surface_screen->w,
- surface_screen->h,
- surface_screen->format->BitsPerPixel,
- surface_screen->format->Rmask,
- surface_screen->format->Gmask,
- surface_screen->format->Bmask,
- surface_screen->format->Amask)) == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface( ) failed: %s", SDL_GetError());
-
- /* create black surface for fading from/to black */
- if ((surface_black =
- SDL_CreateRGBSurface(flags,
- surface_screen->w,
- surface_screen->h,
- surface_screen->format->BitsPerPixel,
- surface_screen->format->Rmask,
- surface_screen->format->Gmask,
- surface_screen->format->Bmask,
- surface_screen->format->Amask)) == NULL)
- Error(ERR_EXIT, "SDL_CreateRGBSurface( ) failed: %s", SDL_GetError());
-
- /* completely fill the surface with black color pixels */
- SDL_FillRect(surface_black, NULL,
- SDL_MapRGB(surface_screen->format, 0, 0, 0));
-
- initialization_needed = FALSE;
- }
-
- /* copy the current screen backbuffer to the temporary screen copy buffer */
- SDL_BlitSurface(surface_screen, NULL, surface_screen_copy, NULL);
-
- fade_reverse = (fade_mode == FADE_MODE_FADE_IN ? TRUE : FALSE);
- surface_cross = (fade_mode == FADE_MODE_CROSSFADE ? bitmap_cross->surface :
- surface_black);
-
- time_current = SDL_GetTicks();
-
- for (alpha = 0.0; alpha < 255.0;)
- {
- time_last = time_current;
- time_current = SDL_GetTicks();
- alpha += 255 * ((float)(time_current - time_last) / fade_ms);
- alpha_final = (int)(fade_reverse ? 255.0 - alpha : alpha);
- alpha_final = MIN(MAX(0, alpha_final), 255);
-
- /* draw existing image to screen buffer */
- SDL_BlitSurface(surface_screen_copy, NULL, surface_screen, NULL);
-
- /* draw new image to screen buffer using alpha blending */
- SDL_SetAlpha(surface_cross, SDL_SRCALPHA, alpha_final);
- SDL_BlitSurface(surface_cross, NULL, surface_screen, NULL);
-
- /* draw screen buffer to visible display */
- SDL_Flip(surface_screen);
- }
+ FadeScreen(NULL, FADE_MODE_FADE_IN, fade_delay, 0);
redraw_mask = REDRAW_NONE;
}
-void FadeIn(int fade_ms)
+void FadeOut(int fade_delay, int post_delay)
{
-#ifdef TARGET_SDL
- FadeExt(NULL, fade_ms, FADE_MODE_FADE_IN);
-#else
- BackToFront();
-#endif
-}
+ FadeScreen(NULL, FADE_MODE_FADE_OUT, fade_delay, post_delay);
-void FadeOut(int fade_ms)
-{
-#ifdef TARGET_SDL
- FadeExt(NULL, fade_ms, FADE_MODE_FADE_OUT);
-#else
- BackToFront();
-#endif
+ redraw_mask = REDRAW_NONE;
}
-void FadeCross(Bitmap *bitmap, int fade_ms)
+void FadeCross(Bitmap *bitmap, int fade_delay)
{
-#ifdef TARGET_SDL
- FadeExt(bitmap, fade_ms, FADE_MODE_CROSSFADE);
-#else
- BackToFront();
-#endif
+ FadeScreen(bitmap, FADE_MODE_CROSSFADE, fade_delay, 0);
+
+ redraw_mask = REDRAW_NONE;
}
void SetMainBackgroundImageIfDefined(int graphic)
return (door1 | door2);
}
- if (door1 == DOOR_OPEN_1 && door_state & DOOR_OPEN_1)
- door_state &= ~DOOR_OPEN_1;
- else if (door1 == DOOR_CLOSE_1 && door_state & DOOR_CLOSE_1)
- door_state &= ~DOOR_CLOSE_1;
- if (door2 == DOOR_OPEN_2 && door_state & DOOR_OPEN_2)
- door_state &= ~DOOR_OPEN_2;
- else if (door2 == DOOR_CLOSE_2 && door_state & DOOR_CLOSE_2)
- door_state &= ~DOOR_CLOSE_2;
+ if (!(door_state & DOOR_FORCE_REDRAW))
+ {
+ if (door1 == DOOR_OPEN_1 && door_state & DOOR_OPEN_1)
+ door_state &= ~DOOR_OPEN_1;
+ else if (door1 == DOOR_CLOSE_1 && door_state & DOOR_CLOSE_1)
+ door_state &= ~DOOR_CLOSE_1;
+ if (door2 == DOOR_OPEN_2 && door_state & DOOR_OPEN_2)
+ door_state &= ~DOOR_OPEN_2;
+ else if (door2 == DOOR_CLOSE_2 && door_state & DOOR_CLOSE_2)
+ door_state &= ~DOOR_CLOSE_2;
+ }
door_delay_value = (door_state & DOOR_ACTION_1 ? door_1.step_delay :
door_2.step_delay);