From 5eabbc4d089dcf4de6ddcc78159efd6a9ecef978 Mon Sep 17 00:00:00 2001 From: Holger Schemel Date: Tue, 31 May 2016 21:54:54 +0200 Subject: [PATCH] fixed 'skip next fade' logic for cross-fading buffers --- src/tools.c | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/src/tools.c b/src/tools.c index 7ec68260..b563b931 100644 --- a/src/tools.c +++ b/src/tools.c @@ -641,9 +641,10 @@ void BackToFront_WithFrameDelay(unsigned int frame_delay_value) SetVideoFrameDelay(frame_delay_value_old); } +static int fade_type_skip = FADE_TYPE_NONE; + static void FadeExt(int fade_mask, int fade_mode, int fade_type) { - static int fade_type_skip = FADE_TYPE_NONE; void (*draw_border_function)(void) = NULL; int x, y, width, height; int fade_delay, post_delay; @@ -735,7 +736,8 @@ static void SetScreenStates_BeforeFadingIn() global.anim_status = global.anim_status_next; // store backbuffer with all animations that will be started after fading in - PrepareFadeBitmap(DRAW_TO_FADE_TARGET); + if (fade_type_skip != FADE_MODE_SKIP_FADE_IN) + PrepareFadeBitmap(DRAW_TO_FADE_TARGET); // set screen mode for animations back to fading global.anim_status = GAME_MODE_PSEUDO_FADING; @@ -758,7 +760,8 @@ static void SetScreenStates_BeforeFadingOut() global.anim_status = GAME_MODE_PSEUDO_FADING; // store backbuffer with all animations that will be stopped for fading out - PrepareFadeBitmap(DRAW_TO_FADE_SOURCE); + if (fade_type_skip != FADE_MODE_SKIP_FADE_OUT) + PrepareFadeBitmap(DRAW_TO_FADE_SOURCE); } static void SetScreenStates_AfterFadingOut() -- 2.34.1