added support for separate animations for 'old' (entered from main menu) and 'new...
[rocksndiamonds.git] / src / tools.c
index e99d26ce169ad18c33f601c674a684d6165ff0d6..f907d5dd2bf39816a2bc8ef2a8bbb78eef83147f 100644 (file)
@@ -759,6 +759,13 @@ void BackToFront()
       y2 = MAX(y2, EY + EYSIZE);
     }
 
+    // make sure that at least one pixel is blitted, and inside the screen
+    // (else nothing is blitted, causing the animations not to be updated)
+    x1 = MIN(MAX(0, x1), WIN_XSIZE - 1);
+    y1 = MIN(MAX(0, y1), WIN_YSIZE - 1);
+    x2 = MIN(MAX(1, x2), WIN_XSIZE);
+    y2 = MIN(MAX(1, y2), WIN_YSIZE);
+
     BlitBitmap(backbuffer, window, x1, y1, x2 - x1, y2 - y1, x1, y1);
   }
 
@@ -3729,6 +3736,9 @@ void WaitForEventToContinue()
 {
   boolean still_wait = TRUE;
 
+  if (program.headless)
+    return;
+
   /* simulate releasing mouse button over last gadget, if still pressed */
   if (button_status)
     HandleGadgets(-1, -1, 0);
@@ -3876,6 +3886,19 @@ static int RequestHandleEvents(unsigned int req_state)
            break;
          }
 
+#if defined(TARGET_SDL2)
+      case SDL_WINDOWEVENT:
+       HandleWindowEvent((WindowEvent *) &event);
+       break;
+
+      case SDL_APP_WILLENTERBACKGROUND:
+      case SDL_APP_DIDENTERBACKGROUND:
+      case SDL_APP_WILLENTERFOREGROUND:
+      case SDL_APP_DIDENTERFOREGROUND:
+       HandlePauseResumeEvent((PauseResumeEvent *) &event);
+       break;
+#endif
+
          case EVENT_KEYPRESS:
          {
            Key key = GetEventKey((KeyEvent *)&event, TRUE);
@@ -8398,7 +8421,37 @@ void PlayMenuMusicExt(int music)
 
 void PlayMenuMusic()
 {
-  PlayMenuMusicExt(menu.music[game_status]);
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicListEntry(menu.music[game_status])->filename;
+
+  if (!strEqual(curr_music, next_music))
+    PlayMenuMusicExt(menu.music[game_status]);
+}
+
+void PlayMenuSoundsAndMusic()
+{
+  PlayMenuSound();
+  PlayMenuMusic();
+}
+
+static void FadeMenuSounds()
+{
+  FadeSounds();
+}
+
+static void FadeMenuMusic()
+{
+  char *curr_music = getCurrentlyPlayingMusicFilename();
+  char *next_music = getMusicListEntry(menu.music[game_status])->filename;
+
+  if (!strEqual(curr_music, next_music))
+    FadeMusic();
+}
+
+void FadeMenuSoundsAndMusic()
+{
+  FadeMenuSounds();
+  FadeMenuMusic();
 }
 
 void PlaySoundActivating()
@@ -8494,6 +8547,8 @@ void SetAnimStatus(int anim_status_new)
 {
   if (anim_status_new == GAME_MODE_MAIN)
     anim_status_new = GAME_MODE_PSEUDO_MAINONLY;
+  else if (anim_status_new == GAME_MODE_SCORES)
+    anim_status_new = GAME_MODE_PSEUDO_SCORESOLD;
 
   global.anim_status_next = anim_status_new;