* added graphics engine directive "border.draw_masked_when_fading" that
enables/disables drawing of border mask over screen that is just faded
+2007-04-19
+ * added graphics engine directive "border.draw_masked_when_fading" that
+ enables/disables drawing of border mask over screen that is just faded
+
2007-04-18
* fixed small problem with separate fading definition for game screen
2007-04-18
* fixed small problem with separate fading definition for game screen
-#define COMPILE_DATE_STRING "2007-04-20 00:04"
+#define COMPILE_DATE_STRING "2007-04-20 20:09"
+ if (game_status != GAME_MODE_MAIN)
+ FadeSkipNextFadeIn();
if (game_status == GAME_MODE_TITLE)
HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
if (game_status == GAME_MODE_TITLE)
HandleTitleScreen(0, 0, 0, 0, MB_MENU_LEAVE);
global.fps_slowdown_factor = 1;
global.border_status = GAME_MODE_MAIN;
global.fps_slowdown_factor = 1;
global.border_status = GAME_MODE_MAIN;
global.fading_status = GAME_MODE_MAIN;
global.fading_type = TYPE_ENTER_MENU;
global.fading_status = GAME_MODE_MAIN;
global.fading_type = TYPE_ENTER_MENU;
}
void Execute_Command(char *command)
}
void Execute_Command(char *command)
static void CreateScaledBitmaps(Bitmap *old_bitmap, int zoom_factor,
boolean create_small_bitmaps)
{
Bitmap swap_bitmap;
static void CreateScaledBitmaps(Bitmap *old_bitmap, int zoom_factor,
boolean create_small_bitmaps)
{
Bitmap swap_bitmap;
Bitmap *new_bitmap;
Bitmap *tmp_bitmap_1;
Bitmap *tmp_bitmap_2;
Bitmap *new_bitmap;
Bitmap *tmp_bitmap_1;
Bitmap *tmp_bitmap_2;
int width_8, height_8;
int width_16, height_16;
int width_32, height_32;
int width_8, height_8;
int width_16, height_16;
int width_32, height_32;
-#else
- Bitmap *new_bitmap, *tmp_bitmap_1, *tmp_bitmap_2, *tmp_bitmap_4,*tmp_bitmap_8;
- int width_1, height_1, width_2, height_2, width_4, height_4, width_8,height_8;
-#endif
int new_width, new_height;
/* calculate new image dimensions for normal sized image */
int new_width, new_height;
/* calculate new image dimensions for normal sized image */
tmp_bitmap_1 = old_bitmap;
/* this is only needed to make compilers happy */
tmp_bitmap_1 = old_bitmap;
/* this is only needed to make compilers happy */
-#if MORE_ZOOM
- tmp_bitmap_2 = tmp_bitmap_4 = tmp_bitmap_8 = tmp_bitmap_16 = NULL;
+ tmp_bitmap_2 = NULL;
+ tmp_bitmap_4 = NULL;
+ tmp_bitmap_8 = NULL;
+ tmp_bitmap_16 = NULL;
-#else
- tmp_bitmap_2 = tmp_bitmap_4 = tmp_bitmap_8 = NULL;
-#endif
if (create_small_bitmaps)
{
if (create_small_bitmaps)
{
height_4 = height_1 / 4;
width_8 = width_1 / 8;
height_8 = height_1 / 8;
height_4 = height_1 / 4;
width_8 = width_1 / 8;
height_8 = height_1 / 8;
width_16 = width_1 / 16;
height_16 = height_1 / 16;
width_32 = width_1 / 32;
height_32 = height_1 / 32;
width_16 = width_1 / 16;
height_16 = height_1 / 16;
width_32 = width_1 / 32;
height_32 = height_1 / 32;
/* get image with 1/2 of normal size (for use in the level editor) */
if (zoom_factor != 2)
/* get image with 1/2 of normal size (for use in the level editor) */
if (zoom_factor != 2)
else
tmp_bitmap_8 = old_bitmap;
else
tmp_bitmap_8 = old_bitmap;
/* get image with 1/16 of normal size (for use on the preview screen) */
if (zoom_factor != 16)
tmp_bitmap_16 = ZoomBitmap(tmp_bitmap_8, width_8 / 2, height_8 / 2);
/* get image with 1/16 of normal size (for use on the preview screen) */
if (zoom_factor != 16)
tmp_bitmap_16 = ZoomBitmap(tmp_bitmap_8, width_8 / 2, height_8 / 2);
tmp_bitmap_32 = ZoomBitmap(tmp_bitmap_16, width_16 / 2, height_16 / 2);
else
tmp_bitmap_32 = old_bitmap;
tmp_bitmap_32 = ZoomBitmap(tmp_bitmap_16, width_16 / 2, height_16 / 2);
else
tmp_bitmap_32 = old_bitmap;
/* if image was scaled up, create new clipmask for normal size image */
if (zoom_factor != 1)
{
/* if image was scaled up, create new clipmask for normal size image */
if (zoom_factor != 1)
{
SDL_SetColorKey(tmp_surface_1, 0, 0); /* reset transparent pixel */
#endif
}
SDL_SetColorKey(tmp_surface_1, 0, 0); /* reset transparent pixel */
#endif
}
if (create_small_bitmaps)
{
if (create_small_bitmaps)
{
width_1 / 2, height_1);
BlitBitmap(tmp_bitmap_8, new_bitmap, 0, 0, width_1 / 8, height_1 / 8,
3 * width_1 / 4, height_1);
width_1 / 2, height_1);
BlitBitmap(tmp_bitmap_8, new_bitmap, 0, 0, width_1 / 8, height_1 / 8,
3 * width_1 / 4, height_1);
BlitBitmap(tmp_bitmap_16, new_bitmap, 0, 0, width_1 / 16, height_1 / 16,
7 * width_1 / 8, height_1);
BlitBitmap(tmp_bitmap_32, new_bitmap, 0, 0, width_1 / 32, height_1 / 32,
15 * width_1 / 16, height_1);
BlitBitmap(tmp_bitmap_16, new_bitmap, 0, 0, width_1 / 16, height_1 / 16,
7 * width_1 / 8, height_1);
BlitBitmap(tmp_bitmap_32, new_bitmap, 0, 0, width_1 / 32, height_1 / 32,
15 * width_1 / 16, height_1);
if (zoom_factor != 8)
FreeBitmap(tmp_bitmap_8);
if (zoom_factor != 8)
FreeBitmap(tmp_bitmap_8);
if (zoom_factor != 16)
FreeBitmap(tmp_bitmap_16);
if (zoom_factor != 16)
FreeBitmap(tmp_bitmap_16);
if (zoom_factor != 32)
FreeBitmap(tmp_bitmap_32);
if (zoom_factor != 32)
FreeBitmap(tmp_bitmap_32);
}
/* replace image with extended image (containing 1/1, 1/2, 1/4, 1/8 size) */
}
/* replace image with extended image (containing 1/1, 1/2, 1/4, 1/8 size) */
old_bitmap->height = new_bitmap->height;
#if 1
old_bitmap->height = new_bitmap->height;
#if 1
- /* !!! THIS URGENTLY NEEDS OPTIMIZATION -- DO NOT CREATE MASKS BEFORE !!! */
+ /* this replaces all blit masks created when loading -- maybe optimize this */
{
#if defined(TARGET_X11)
if (old_bitmap->clip_mask)
{
#if defined(TARGET_X11)
if (old_bitmap->clip_mask)
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 2
#define PROGRAM_VERSION_PATCH 4
#define PROGRAM_VERSION_MAJOR 3
#define PROGRAM_VERSION_MINOR 2
#define PROGRAM_VERSION_PATCH 4
-#define PROGRAM_VERSION_BUILD 1
+#define PROGRAM_VERSION_BUILD 2
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
#define PROGRAM_TITLE_STRING "Rocks'n'Diamonds"
#define PROGRAM_AUTHOR_STRING "Holger Schemel"
/* global values for fading screens and masking borders */
int border_status;
/* global values for fading screens and masking borders */
int border_status;
int fading_status;
int fading_type;
int fading_status;
int fading_type;
};
struct ElementChangeInfo
};
struct ElementChangeInfo
MapTapeButtons();
MapScreenMenuGadgets(SCREEN_MASK_MAIN);
MapTapeButtons();
MapScreenMenuGadgets(SCREEN_MASK_MAIN);
DrawMaskedBorder(REDRAW_ALL);
DrawMaskedBorder(REDRAW_ALL);
#if 1
if (redraw_mask == REDRAW_ALL)
#if 1
if (redraw_mask == REDRAW_ALL)
AutoPlayTape(); /* continue automatically playing next tape */
}
AutoPlayTape(); /* continue automatically playing next tape */
}
-#if 0
-void ChangeGameStatus(int new_game_status)
-{
- /* for fading out last screen, use the last game status */
- global.border_status = game_status;
- global.fading_status = game_status;
-
- /* ... */
-
- /* for fading in next screen, use the new game status */
- global.border_status = new_game_status;
- global.fading_status = new_game_status;
-}
-#endif
-
/* ---------- new screen button stuff -------------------------------------- */
/* ---------- new screen button stuff -------------------------------------- */