X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Flibgame%2Fsdl.c;h=9b4e0cf4352a5afe5f0ae2859820178a8a689869;hp=0b2e1c1663064c7886a5cfe46e36f52db794deee;hb=30f5fd7b8f2235820dcbe638a18319d802317530;hpb=e126d0677786bc2a76f4b8dfcbc1be81bd5d9d1b diff --git a/src/libgame/sdl.c b/src/libgame/sdl.c index 0b2e1c16..9b4e0cf4 100644 --- a/src/libgame/sdl.c +++ b/src/libgame/sdl.c @@ -54,6 +54,7 @@ static void UpdateScreen(SDL_Rect *rect) { static unsigned int update_screen_delay = 0; unsigned int update_screen_delay_value = 20; /* (milliseconds) */ + SDL_Surface *screen = backbuffer->surface; if (limit_screen_updates && !DelayReached(&update_screen_delay, update_screen_delay_value)) @@ -78,10 +79,37 @@ static void UpdateScreen(SDL_Rect *rect) } #endif +#if USE_FINAL_SCREEN_BITMAP + if (gfx.final_screen_bitmap != NULL) // may not be initialized yet + { + // !!! TEST !!! + // draw global animations using bitmaps instead of using textures + // to prevent texture scaling artefacts (this is potentially slower) + + BlitBitmap(backbuffer, gfx.final_screen_bitmap, 0, 0, + gfx.win_xsize, gfx.win_ysize, 0, 0); + + // copy global animations to render target buffer, if defined (below border) + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1); + + // copy global masked border to render target buffer, if defined + if (gfx.draw_global_border_function != NULL) + gfx.draw_global_border_function(REDRAW_ALL); + + // copy global animations to render target buffer, if defined (above border) + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); + + screen = gfx.final_screen_bitmap->surface; + + // force full window redraw + rect = NULL; + } +#endif + #if defined(TARGET_SDL2) #if USE_RENDERER - SDL_Surface *screen = backbuffer->surface; - if (rect) { int bytes_x = screen->pitch / video.width; @@ -105,9 +133,19 @@ static void UpdateScreen(SDL_Rect *rect) // copy backbuffer to render target buffer SDL_RenderCopy(sdl_renderer, sdl_texture, NULL, NULL); - // copy global animations to render target buffer, if defined +#if !USE_FINAL_SCREEN_BITMAP + // copy global animations to render target buffer, if defined (below border) if (gfx.draw_global_anim_function != NULL) - gfx.draw_global_anim_function(); + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_1); + + // copy global masked border to render target buffer, if defined + if (gfx.draw_global_border_function != NULL) + gfx.draw_global_border_function(REDRAW_ALL); + + // copy global animations to render target buffer, if defined (above border) + if (gfx.draw_global_anim_function != NULL) + gfx.draw_global_anim_function(DRAW_GLOBAL_ANIM_STAGE_2); +#endif // show render target buffer on screen SDL_RenderPresent(sdl_renderer); @@ -122,9 +160,9 @@ static void UpdateScreen(SDL_Rect *rect) #else // TARGET_SDL if (rect) - SDL_UpdateRects(backbuffer->surface, 1, rect); + SDL_UpdateRects(screen, 1, rect); else - SDL_UpdateRect(backbuffer->surface, 0, 0, 0, 0); + SDL_UpdateRect(screen, 0, 0, 0, 0); #endif } @@ -317,11 +355,32 @@ void SDLCreateBitmapTextures(Bitmap *bitmap) if (bitmap == NULL) return; + if (bitmap->texture) + SDL_DestroyTexture(bitmap->texture); + if (bitmap->texture_masked) + SDL_DestroyTexture(bitmap->texture_masked); + bitmap->texture = SDLCreateTextureFromSurface(bitmap->surface); bitmap->texture_masked = SDLCreateTextureFromSurface(bitmap->surface_masked); #endif } +void SDLFreeBitmapTextures(Bitmap *bitmap) +{ +#if defined(TARGET_SDL2) + if (bitmap == NULL) + return; + + if (bitmap->texture) + SDL_DestroyTexture(bitmap->texture); + if (bitmap->texture_masked) + SDL_DestroyTexture(bitmap->texture_masked); + + bitmap->texture = NULL; + bitmap->texture_masked = NULL; +#endif +} + void SDLInitVideoDisplay(void) { #if !defined(TARGET_SDL2) @@ -1055,6 +1114,13 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, int dst_x = x, dst_y = y; unsigned int time_last, time_current; + // store function for drawing global masked border + void (*draw_global_border_function)(int) = gfx.draw_global_border_function; + + // deactivate drawing of global border while fading, if needed + if (draw_border_function == NULL) + gfx.draw_global_border_function = NULL; + /* check if screen size has changed */ if (surface_source != NULL && (video.width != surface_source->w || video.height != surface_source->h)) @@ -1369,7 +1435,27 @@ void SDLFadeRectangle(Bitmap *bitmap_cross, int x, int y, int width, int height, } } - Delay(post_delay); + if (post_delay > 0) + { + unsigned int time_post_delay; + + time_current = SDL_GetTicks(); + time_post_delay = time_current + post_delay; + + while (time_current < time_post_delay) + { + // do not wait longer than 10 ms at a time to be able to ... + Delay(MIN(10, time_post_delay - time_current)); + + // ... continue drawing global animations during post delay + UpdateScreen(NULL); + + time_current = SDL_GetTicks(); + } + } + + // restore function for drawing global masked border + gfx.draw_global_border_function = draw_global_border_function; } void SDLDrawSimpleLine(Bitmap *dst_bitmap, int from_x, int from_y,