added debug key handling to request dialog event loop
[rocksndiamonds.git] / src / tools.c
index 7ec68260c039aa73114f50eda882f07dd1884c1b..611fe20050ef56e228f731deb0fe476cdb743195 100644 (file)
@@ -641,9 +641,10 @@ void BackToFront_WithFrameDelay(unsigned int frame_delay_value)
   SetVideoFrameDelay(frame_delay_value_old);
 }
 
+static int fade_type_skip = FADE_TYPE_NONE;
+
 static void FadeExt(int fade_mask, int fade_mode, int fade_type)
 {
-  static int fade_type_skip = FADE_TYPE_NONE;
   void (*draw_border_function)(void) = NULL;
   int x, y, width, height;
   int fade_delay, post_delay;
@@ -735,7 +736,8 @@ static void SetScreenStates_BeforeFadingIn()
   global.anim_status = global.anim_status_next;
 
   // store backbuffer with all animations that will be started after fading in
-  PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
+  if (fade_type_skip != FADE_MODE_SKIP_FADE_IN)
+    PrepareFadeBitmap(DRAW_TO_FADE_TARGET);
 
   // set screen mode for animations back to fading
   global.anim_status = GAME_MODE_PSEUDO_FADING;
@@ -758,7 +760,8 @@ static void SetScreenStates_BeforeFadingOut()
   global.anim_status = GAME_MODE_PSEUDO_FADING;
 
   // store backbuffer with all animations that will be stopped for fading out
-  PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
+  if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT)
+    PrepareFadeBitmap(DRAW_TO_FADE_SOURCE);
 }
 
 static void SetScreenStates_AfterFadingOut()
@@ -3682,7 +3685,10 @@ static int RequestHandleEvents(unsigned int req_state)
          }
 
          case EVENT_KEYPRESS:
-           switch (GetEventKey((KeyEvent *)&event, TRUE))
+         {
+           Key key = GetEventKey((KeyEvent *)&event, TRUE);
+
+           switch (key)
            {
              case KSYM_space:
                if (req_state & REQ_CONFIRM)
@@ -3704,12 +3710,15 @@ static int RequestHandleEvents(unsigned int req_state)
                break;
 
              default:
+               HandleKeysDebug(key);
                break;
            }
 
            if (req_state & REQ_PLAYER)
              result = 0;
+
            break;
+         }
 
          case EVENT_KEYRELEASE:
            ClearPlayerAction();