removed old BackToFront() function
authorHolger Schemel <info@artsoft.org>
Tue, 19 May 2015 06:58:28 +0000 (08:58 +0200)
committerHolger Schemel <info@artsoft.org>
Tue, 19 May 2015 06:58:28 +0000 (08:58 +0200)
src/tools.c

index f479854086749b99292e5cb40b06b59f14206f7b..39a0d68140e3f6e47f374e489a15767d7eb27e10 100644 (file)
@@ -419,142 +419,6 @@ void BlitScreenToBitmap(Bitmap *target_bitmap)
   redraw_mask |= REDRAW_FIELD;
 }
 
-void BackToFront_OLD()
-{
-  DrawBuffer *buffer = (drawto_field == window ? backbuffer : drawto_field);
-
-#if 0
-  /* !!! TEST ONLY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
-  /* (force full redraw) */
-  if (game_status == GAME_MODE_PLAYING)
-    redraw_mask |= REDRAW_FIELD;
-#endif
-
-  if (redraw_mask == REDRAW_NONE)
-    return;
-
-#if 0
-  printf("::: ");
-  if (redraw_mask & REDRAW_ALL)
-    printf("[REDRAW_ALL]");
-  if (redraw_mask & REDRAW_FIELD)
-    printf("[REDRAW_FIELD]");
-  if (redraw_mask & REDRAW_DOOR_1)
-    printf("[REDRAW_DOOR_1]");
-  if (redraw_mask & REDRAW_DOOR_2)
-    printf("[REDRAW_DOOR_2]");
-  if (redraw_mask & REDRAW_FROM_BACKBUFFER)
-    printf("[REDRAW_FROM_BACKBUFFER]");
-  printf(" [%d]\n", FrameCounter);
-#endif
-
-  if (global.fps_slowdown && game_status == GAME_MODE_PLAYING)
-  {
-    static boolean last_frame_skipped = FALSE;
-    boolean skip_even_when_not_scrolling = TRUE;
-    boolean just_scrolling = (ScreenMovDir != 0);
-    boolean verbose = FALSE;
-
-    if (global.fps_slowdown_factor > 1 &&
-       (FrameCounter % global.fps_slowdown_factor) &&
-       (just_scrolling || skip_even_when_not_scrolling))
-    {
-      redraw_mask &= ~REDRAW_MAIN;
-
-      last_frame_skipped = TRUE;
-
-      if (verbose)
-       printf("FRAME SKIPPED\n");
-    }
-    else
-    {
-      if (last_frame_skipped)
-       redraw_mask |= REDRAW_FIELD;
-
-      last_frame_skipped = FALSE;
-
-      if (verbose)
-       printf("frame not skipped\n");
-    }
-  }
-
-  /* synchronize X11 graphics at this point; if we would synchronize the
-     display immediately after the buffer switching (after the XFlush),
-     this could mean that we have to wait for the graphics to complete,
-     although we could go on doing calculations for the next frame */
-
-  /* SyncDisplay(); */
-
-  /* never draw masked border to backbuffer when using playfield buffer */
-  if (game_status != GAME_MODE_PLAYING ||
-      redraw_mask & REDRAW_FROM_BACKBUFFER ||
-      buffer == backbuffer)
-    DrawMaskedBorder(redraw_mask);
-  else
-    DrawMaskedBorder(redraw_mask & REDRAW_DOORS);
-
-  if (redraw_mask & REDRAW_ALL)
-  {
-    BlitBitmap(backbuffer, window, 0, 0, WIN_XSIZE, WIN_YSIZE, 0, 0);
-
-    redraw_mask = REDRAW_NONE;
-  }
-
-  if (redraw_mask & REDRAW_FIELD)
-  {
-    if (game_status != GAME_MODE_PLAYING ||
-       redraw_mask & REDRAW_FROM_BACKBUFFER)
-    {
-      BlitBitmap(backbuffer, window,
-                REAL_SX, REAL_SY, FULL_SXSIZE, FULL_SYSIZE, REAL_SX, REAL_SY);
-    }
-    else
-    {
-      BlitScreenToBitmap_RND(window);
-    }
-
-    redraw_mask &= ~REDRAW_MAIN;
-  }
-
-  if (redraw_mask & REDRAW_DOORS)
-  {
-    if (redraw_mask & REDRAW_DOOR_1)
-      BlitBitmap(backbuffer, window, DX, DY, DXSIZE, DYSIZE, DX, DY);
-
-    if (redraw_mask & REDRAW_DOOR_2)
-      BlitBitmap(backbuffer, window, VX, VY, VXSIZE, VYSIZE, VX, VY);
-
-    if (redraw_mask & REDRAW_DOOR_3)
-      BlitBitmap(backbuffer, window, EX, EY, EXSIZE, EYSIZE, EX, EY);
-
-    redraw_mask &= ~REDRAW_DOORS;
-  }
-
-  if (redraw_mask & REDRAW_MICROLEVEL)
-  {
-    BlitBitmap(backbuffer, window, SX, SY + 10 * TILEY, SXSIZE, 7 * TILEY,
-              SX, SY + 10 * TILEY);
-
-    redraw_mask &= ~REDRAW_MICROLEVEL;
-  }
-
-  if (redraw_mask & REDRAW_FPS)                /* display frames per second */
-  {
-    char text[100];
-    char info1[100];
-
-    sprintf(info1, " (only every %d. frame)", global.fps_slowdown_factor);
-    if (!global.fps_slowdown)
-      info1[0] = '\0';
-
-    sprintf(text, "%04.1f fps%s", global.frames_per_second, info1);
-
-    DrawTextExt(window, SX + SXSIZE + SX, 0, text, FONT_TEXT_2, BLIT_OPAQUE);
-  }
-
-  redraw_mask = REDRAW_NONE;
-}
-
 void BackToFront()
 {
   if (redraw_mask == REDRAW_NONE)