X-Git-Url: https://git.artsoft.org/?p=rocksndiamonds.git;a=blobdiff_plain;f=src%2Ftools.c;h=cff76238c3b2f2c6db6fd6e6460aa885010e6951;hp=5bd1569946b0db561d25fd28cd54818677bc4eb8;hb=4e98e5e4aebea5b783f574bd8662b51bdc34ead6;hpb=ea925ed1065e3211c36c9bb2a56a5dbe760c208d diff --git a/src/tools.c b/src/tools.c index 5bd15699..cff76238 100644 --- a/src/tools.c +++ b/src/tools.c @@ -24,7 +24,8 @@ /* select level set with EMC X11 graphics before activating EM GFX debugging */ -#define DEBUG_EM_GFX 0 +#define DEBUG_EM_GFX FALSE +#define DEBUG_FRAME_TIME FALSE /* tool button identifiers */ #define TOOL_CTRL_ID_YES 0 @@ -288,62 +289,67 @@ void RedrawPlayfield() } static void DrawMaskedBorderExt_Rect(int x, int y, int width, int height, - boolean blit_to_screen) + int draw_target) { Bitmap *bitmap = getGlobalBorderBitmapFromGameStatus(); - if (blit_to_screen) + if (x == -1 && y == -1) + return; + + if (draw_target == DRAW_BORDER_TO_SCREEN) BlitToScreenMasked(bitmap, x, y, width, height, x, y); else BlitBitmapMasked(bitmap, backbuffer, x, y, width, height, x, y); } -static void DrawMaskedBorderExt_FIELD(boolean blit_to_screen) +static void DrawMaskedBorderExt_FIELD(int draw_target) { if (global.border_status >= GAME_MODE_TITLE && global.border_status <= GAME_MODE_PLAYING && border.draw_masked[global.border_status]) DrawMaskedBorderExt_Rect(REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, - blit_to_screen); + draw_target); } -static void DrawMaskedBorderExt_DOOR_1(boolean blit_to_screen) +static void DrawMaskedBorderExt_DOOR_1(int draw_target) { - // only draw border over closed doors when drawing to backbuffer - if (!blit_to_screen && (GetDoorState() & DOOR_OPEN_1)) + // when drawing to backbuffer, never draw border over open doors + if (draw_target == DRAW_BORDER_TO_BACKBUFFER && + (GetDoorState() & DOOR_OPEN_1)) return; if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] && (global.border_status != GAME_MODE_EDITOR || border.draw_masked[GFX_SPECIAL_ARG_EDITOR])) - DrawMaskedBorderExt_Rect(DX, DY, DXSIZE, DYSIZE, blit_to_screen); + DrawMaskedBorderExt_Rect(DX, DY, DXSIZE, DYSIZE, draw_target); } -static void DrawMaskedBorderExt_DOOR_2(boolean blit_to_screen) +static void DrawMaskedBorderExt_DOOR_2(int draw_target) { - // only draw border over closed doors when drawing to backbuffer - if (!blit_to_screen && (GetDoorState() & DOOR_OPEN_2)) + // when drawing to backbuffer, never draw border over open doors + if (draw_target == DRAW_BORDER_TO_BACKBUFFER && + (GetDoorState() & DOOR_OPEN_2)) return; if (border.draw_masked[GFX_SPECIAL_ARG_DOOR] && global.border_status != GAME_MODE_EDITOR) - DrawMaskedBorderExt_Rect(VX, VY, VXSIZE, VYSIZE, blit_to_screen); + DrawMaskedBorderExt_Rect(VX, VY, VXSIZE, VYSIZE, draw_target); } -static void DrawMaskedBorderExt_DOOR_3(boolean blit_to_screen) +static void DrawMaskedBorderExt_DOOR_3(int draw_target) { /* currently not available */ } -static void DrawMaskedBorderExt_ALL(boolean blit_to_screen) +static void DrawMaskedBorderExt_ALL(int draw_target) { - DrawMaskedBorderExt_FIELD(blit_to_screen); - DrawMaskedBorderExt_DOOR_1(blit_to_screen); - DrawMaskedBorderExt_DOOR_2(blit_to_screen); - DrawMaskedBorderExt_DOOR_3(blit_to_screen); + DrawMaskedBorderExt_FIELD(draw_target); + DrawMaskedBorderExt_DOOR_1(draw_target); + DrawMaskedBorderExt_DOOR_2(draw_target); + DrawMaskedBorderExt_DOOR_3(draw_target); } -static void DrawMaskedBorderExt(int redraw_mask, boolean blit_to_screen) +static void DrawMaskedBorderExt(int redraw_mask, int draw_target) { /* never draw masked screen borders on borderless screens */ if (game_status == GAME_MODE_LOADING || @@ -351,33 +357,33 @@ static void DrawMaskedBorderExt(int redraw_mask, boolean blit_to_screen) return; if (redraw_mask & REDRAW_ALL) - DrawMaskedBorderExt_ALL(blit_to_screen); + DrawMaskedBorderExt_ALL(draw_target); else { if (redraw_mask & REDRAW_FIELD) - DrawMaskedBorderExt_FIELD(blit_to_screen); + DrawMaskedBorderExt_FIELD(draw_target); if (redraw_mask & REDRAW_DOOR_1) - DrawMaskedBorderExt_DOOR_1(blit_to_screen); + DrawMaskedBorderExt_DOOR_1(draw_target); if (redraw_mask & REDRAW_DOOR_2) - DrawMaskedBorderExt_DOOR_2(blit_to_screen); + DrawMaskedBorderExt_DOOR_2(draw_target); if (redraw_mask & REDRAW_DOOR_3) - DrawMaskedBorderExt_DOOR_3(blit_to_screen); + DrawMaskedBorderExt_DOOR_3(draw_target); } } void DrawMaskedBorder_FIELD() { - DrawMaskedBorderExt_FIELD(FALSE); + DrawMaskedBorderExt_FIELD(DRAW_BORDER_TO_BACKBUFFER); } void DrawMaskedBorder(int redraw_mask) { - DrawMaskedBorderExt(redraw_mask, FALSE); + DrawMaskedBorderExt(redraw_mask, DRAW_BORDER_TO_BACKBUFFER); } -void DrawMaskedBorderToScreen(int redraw_mask) +void DrawMaskedBorderToScreen(int draw_target) { - DrawMaskedBorderExt(redraw_mask, TRUE); + DrawMaskedBorderExt(REDRAW_ALL, draw_target); } void BlitScreenToBitmap_RND(Bitmap *target_bitmap) @@ -462,10 +468,54 @@ void DrawFramesPerSecond() font_nr, BLIT_OPAQUE); } +#if DEBUG_FRAME_TIME +static void PrintFrameTimeDebugging() +{ + static unsigned int last_counter = 0; + unsigned int counter = Counter(); + int diff_1 = counter - last_counter; + int diff_2 = diff_1 - GAME_FRAME_DELAY; + int diff_2_max = 20; + int diff_2_cut = MIN(ABS(diff_2), diff_2_max); + char diff_bar[2 * diff_2_max + 5]; + int pos = 0; + int i; + + diff_bar[pos++] = (diff_2 < -diff_2_max ? '<' : ' '); + + for (i = 0; i < diff_2_max; i++) + diff_bar[pos++] = (diff_2 >= 0 ? ' ' : + i >= diff_2_max - diff_2_cut ? '-' : ' '); + + diff_bar[pos++] = '|'; + + for (i = 0; i < diff_2_max; i++) + diff_bar[pos++] = (diff_2 <= 0 ? ' ' : i < diff_2_cut ? '+' : ' '); + + diff_bar[pos++] = (diff_2 > diff_2_max ? '>' : ' '); + + diff_bar[pos++] = '\0'; + + Error(ERR_INFO, "%06d [%02d] [%c%02d] %s", + counter, + diff_1, + (diff_2 < 0 ? '-' : diff_2 > 0 ? '+' : ' '), ABS(diff_2), + diff_bar); + + last_counter = counter; +} +#endif + void BackToFront() { + static int last_redraw_mask = REDRAW_NONE; + + // force screen redraw in every frame to continue drawing global animations + // (but always use the last redraw mask to prevent unwanted side effects) if (redraw_mask == REDRAW_NONE) - return; + redraw_mask = last_redraw_mask; + + last_redraw_mask = redraw_mask; #if 1 // masked border now drawn immediately when blitting backbuffer to window @@ -509,6 +559,10 @@ void BackToFront() } redraw_mask = REDRAW_NONE; + +#if DEBUG_FRAME_TIME + PrintFrameTimeDebugging(); +#endif } static void FadeCrossSaveBackbuffer() @@ -628,12 +682,11 @@ static void FadeExt(int fade_mask, int fade_mode, int fade_type) redraw_mask &= ~fade_mask; } -static void SetAnimStatus_BeforeFadingOut() +static void SetScreenStates_BeforeFadingIn() { - global.anim_status = GAME_MODE_PSEUDO_FADING; } -static void SetAnimStatus_AfterFadingIn() +static void SetScreenStates_AfterFadingIn() { global.anim_status = global.anim_status_next; @@ -642,8 +695,20 @@ static void SetAnimStatus_AfterFadingIn() BackToFront(); } +static void SetScreenStates_BeforeFadingOut() +{ + global.anim_status = GAME_MODE_PSEUDO_FADING; +} + +static void SetScreenStates_AfterFadingOut() +{ + global.border_status = game_status; +} + void FadeIn(int fade_mask) { + SetScreenStates_BeforeFadingIn(); + #if 1 DrawMaskedBorder(REDRAW_ALL); #endif @@ -658,12 +723,12 @@ void FadeIn(int fade_mask) FADE_SXSIZE = FULL_SXSIZE; FADE_SYSIZE = FULL_SYSIZE; - SetAnimStatus_AfterFadingIn(); + SetScreenStates_AfterFadingIn(); } void FadeOut(int fade_mask) { - SetAnimStatus_BeforeFadingOut(); + SetScreenStates_BeforeFadingOut(); #if 0 DrawMaskedBorder(REDRAW_ALL); @@ -674,7 +739,7 @@ void FadeOut(int fade_mask) else FadeExt(fade_mask, FADE_MODE_FADE_OUT, FADE_TYPE_FADE_OUT); - global.border_status = game_status; + SetScreenStates_AfterFadingOut(); } static void FadeSetLeaveNext(struct TitleFadingInfo fading_leave, boolean set) @@ -4182,7 +4247,7 @@ unsigned int MoveDoor(unsigned int door_state) { DX, DY, DXSIZE, DYSIZE }, { VX, VY, VXSIZE, VYSIZE } }; - static int door1 = DOOR_OPEN_1; + static int door1 = DOOR_CLOSE_1; static int door2 = DOOR_CLOSE_2; unsigned int door_delay = 0; unsigned int door_delay_value;