level.game_engine_type == GAME_ENGINE_TYPE_EM)
{
/* currently there is no partial redraw -- always redraw whole playfield */
-
RedrawPlayfield_EM(TRUE);
/* blit playfield from scroll buffer to normal back buffer for fading in */
}
}
+ if (force_redraw)
+ {
+ x = gfx.sx;
+ y = gfx.sy;
+ width = gfx.sxsize;
+ height = gfx.sysize;
+ }
+
BlitBitmap(drawto, window, x, y, width, height, x, y);
}
FreeBitmap(tmp_backbuffer);
+#if 1
+ /* update visible window/screen */
+ BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
+#else
redraw_mask = REDRAW_ALL;
+#endif
}
}