void D_Display (void) { static boolean isborderstate IDATA_ATTR= false; static boolean borderwillneedredraw IDATA_ATTR= false; static gamestate_t oldgamestate IDATA_ATTR= -1; boolean wipe; boolean viewactive = false, isborder = false; if (nodrawers) // for comparative timing / profiling return; // save the current screen if about to wipe if ((wipe = gamestate != wipegamestate)) wipe_StartScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); if (gamestate != GS_LEVEL) { // Not a level switch (oldgamestate) { case (gamestate_t)-1: case GS_LEVEL: V_SetPalette(0); // cph - use default (basic) palette default: break; } switch (gamestate) { case GS_INTERMISSION: WI_Drawer(); break; case GS_FINALE: F_Drawer(); break; case GS_DEMOSCREEN: D_PageDrawer(); break; default: break; } } else if (gametic != basetic) { // In a level boolean redrawborderstuff; HU_Erase(); if (setsizeneeded) { // change the view size if needed R_ExecuteSetViewSize(); oldgamestate = -1; // force background redraw } // Work out if the player view is visible, and if there is a border viewactive = (!(automapmode & am_active) || (automapmode & am_overlay)) && !inhelpscreens; isborder = viewactive ? (viewheight != SCREENHEIGHT) : (!inhelpscreens && (automapmode & am_active)); if (oldgamestate != GS_LEVEL) { R_FillBackScreen (); // draw the pattern into the back screen redrawborderstuff = isborder; } else { // CPhipps - // If there is a border, and either there was no border last time, // or the border might need refreshing, then redraw it. redrawborderstuff = isborder && (!isborderstate || borderwillneedredraw); // The border may need redrawing next time if the border surrounds the screen, // and there is a menu being displayed borderwillneedredraw = menuactive && isborder && viewactive && (viewwidth != SCREENWIDTH); } if (redrawborderstuff) R_DrawViewBorder(); // Now do the drawing if (viewactive) R_RenderPlayerView (&players[displayplayer]); if (automapmode & am_active) AM_Drawer(); ST_Drawer((viewheight != SCREENHEIGHT) || ((automapmode & am_active) && !(automapmode & am_overlay)), redrawborderstuff); R_DrawViewBorder(); HU_Drawer(); } isborderstate = isborder; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused) { static int x; if (!x) { // Cache results of x pos calc int lump = W_GetNumForName("M_PAUSE"); const patch_t* p = W_CacheLumpNum(lump); x = (320 - SHORT(p->width))/2; W_UnlockLumpNum(lump); } // CPhipps - updated for new patch drawing V_DrawNamePatch(x, (!(automapmode & am_active) || (automapmode & am_overlay)) ? 4+(viewwindowy*200/SCREENHEIGHT) : 4, // cph - Must un-stretch viewwindowy 0, "M_PAUSE", CR_DEFAULT, VPT_STRETCH); } // menus go directly to the screen M_Drawer(); // menu is drawn even on top of everything D_BuildNewTiccmds(); // normal update if (!wipe) I_FinishUpdate (); // page flip or blit buffer else { // wipe update wipe_EndScreen(0, 0, SCREENWIDTH, SCREENHEIGHT); D_Wipe(); } }
void DoomLib::Wipe() { D_Wipe(); }
void D_Display (void) { static boolean inhelpscreensstate = false; static boolean isborderstate = false; static boolean borderwillneedredraw = false; static gamestate_t oldgamestate = -1; boolean wipe; boolean viewactive = false, isborder = false; if (nodrawers) // for comparative timing / profiling return; if (!I_StartDisplay()) return; // save the current screen if about to wipe if ((wipe = gamestate != wipegamestate) && (V_GetMode() != VID_MODEGL)) wipe_StartScreen(); if (gamestate != GS_LEVEL) { // Not a level switch (oldgamestate) { case -1: case GS_LEVEL: V_SetPalette(0); // cph - use default (basic) palette default: break; } switch (gamestate) { case GS_INTERMISSION: WI_Drawer(); break; case GS_FINALE: F_Drawer(); break; case GS_DEMOSCREEN: D_PageDrawer(); break; default: break; } } else if (gametic != basetic) { // In a level boolean redrawborderstuff; HU_Erase(); if (setsizeneeded) { // change the view size if needed R_ExecuteSetViewSize(); oldgamestate = -1; // force background redraw } // Work out if the player view is visible, and if there is a border viewactive = (!(automapmode & am_active) || (automapmode & am_overlay)) && !inhelpscreens; isborder = viewactive ? (viewheight != SCREENHEIGHT) : (!inhelpscreens && (automapmode & am_active)); if (oldgamestate != GS_LEVEL) { R_FillBackScreen (); // draw the pattern into the back screen redrawborderstuff = isborder; } else { // CPhipps - // If there is a border, and either there was no border last time, // or the border might need refreshing, then redraw it. redrawborderstuff = isborder && (!isborderstate || borderwillneedredraw); // The border may need redrawing next time if the border surrounds the screen, // and there is a menu being displayed borderwillneedredraw = menuactive && isborder && viewactive && (viewwidth != SCREENWIDTH); } if (redrawborderstuff || (V_GetMode() == VID_MODEGL)) R_DrawViewBorder(); // Now do the drawing if (viewactive) R_RenderPlayerView (&players[displayplayer]); if (automapmode & am_active) AM_Drawer(); ST_Drawer((viewheight != SCREENHEIGHT) || ((automapmode & am_active) && !(automapmode & am_overlay)), redrawborderstuff); if (V_GetMode() != VID_MODEGL) R_DrawViewBorder(); HU_Drawer(); } inhelpscreensstate = inhelpscreens; isborderstate = isborder; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused) { // Simplified the "logic" here and no need for x-coord caching - POPE V_DrawNamePatch((320 - V_NamePatchWidth("M_PAUSE"))/2, 4, 0, "M_PAUSE", CR_DEFAULT, VPT_STRETCH); } // menus go directly to the screen M_Drawer(); // menu is drawn even on top of everything #ifdef HAVE_NET NetUpdate(); // send out any new accumulation #else D_BuildNewTiccmds(); #endif // normal update if (!wipe || (V_GetMode() == VID_MODEGL)) I_FinishUpdate (); // page flip or blit buffer else { // wipe update wipe_EndScreen(); D_Wipe(); } I_EndDisplay(); //e6y: don't thrash cpu during pausing if (paused) { I_uSleep(1000); } }
void D_Display (void) { boolean wipe, viewactive, isborder; static boolean isborderstate = FALSE; static boolean borderwillneedredraw = FALSE; static gamestate_t oldgamestate = -1; // Reentrancy. if (in_d_wipe) { D_Wipe(); return; } if (!I_StartDisplay()) return; // save the current screen if about to wipe if ((wipe = gamestate != wipegamestate)) wipe_StartScreen(); if (gamestate != GS_LEVEL) { // Not a level switch (oldgamestate) { case -1: case GS_LEVEL: V_SetPalette(0); // cph - use default (basic) palette default: break; } switch (gamestate) { case GS_INTERMISSION: WI_Drawer(); break; case GS_FINALE: F_Drawer(); break; case GS_DEMOSCREEN: D_PageDrawer(); break; default: break; } } else if (gametic != basetic) { // In a level boolean redrawborderstuff; HU_Erase(); if (setsizeneeded) { // change the view size if needed R_ExecuteSetViewSize(); oldgamestate = -1; // force background redraw } // Work out if the player view is visible, and if there is a border viewactive = (!(automapmode & am_active) || (automapmode & am_overlay)) && !inhelpscreens; isborder = viewactive ? (viewheight != SCREENHEIGHT) : (!inhelpscreens && (automapmode & am_active)); if (oldgamestate != GS_LEVEL) { redrawborderstuff = isborder; } else { // CPhipps - // If there is a border, and either there was no border last time, // or the border might need refreshing, then redraw it. redrawborderstuff = isborder && (!isborderstate || borderwillneedredraw); // The border may need redrawing next time if the border surrounds the screen, // and there is a menu being displayed borderwillneedredraw = viewactive ? (menuactive && isborder) : (!inhelpscreens && menuactive == mnact_full); } // Now do the drawing if (viewactive) R_RenderPlayerView (&players[displayplayer]); if (automapmode & am_active) AM_Drawer(); ST_Drawer( ((viewheight != SCREENHEIGHT) || ((automapmode & am_active) && !(automapmode & am_overlay))), redrawborderstuff, (menuactive == mnact_full)); HU_Drawer(); } isborderstate = isborder; oldgamestate = wipegamestate = gamestate; // draw pause pic if (paused && (menuactive != mnact_full)) { // Simplified the "logic" here and no need for x-coord caching - POPE V_DrawNamePatch((320 - V_NamePatchWidth("M_PAUSE"))/2, 4, 0, "M_PAUSE", CR_DEFAULT, VPT_NONE); } // menus go directly to the screen M_Drawer(); // menu is drawn even on top of everything #ifdef HAVE_NET NetUpdate(); // send out any new accumulation #else D_BuildNewTiccmds(); #endif // normal update if (!wipe) I_FinishUpdate (); // page flip or blit buffer else { // wipe update wipe_EndScreen(); D_Wipe(); } I_EndDisplay(); }