//
// I_FinishUpdate
//
void I_FinishUpdate (void)
{
    static int	lasttic;
    int		tics;
    int		i;
    // UNUSED static unsigned char *bigscreen=0;

    if (!initialized)
        return;

    if (noblit)
        return;
    
    UpdateGrab();

    // Don't update the screen if the window isn't visible.
    // Not doing this breaks under Windows when we alt-tab away 
    // while fullscreen.

    if (!(SDL_GetAppState() & SDL_APPACTIVE))
        return;

    // draws little dots on the bottom of the screen
    if (devparm)
    {

	i = I_GetTime();
	tics = i - lasttic;
	lasttic = i;
	if (tics > 20) tics = 20;

	for (i=0 ; i<tics*2 ; i+=4)
	    screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff;
	for ( ; i<20*4 ; i+=4)
	    screens[0][ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0;
    
    }

    // draw to screen

    BlitArea(0, 0, SCREENWIDTH, SCREENHEIGHT);
    
    // If we have a palette to set, the act of setting the palette
    // updates the screen

    if (palette_to_set)
    {
        SDL_SetColors(screen, palette, 0, 256);
        palette_to_set = false;
    }
    else
    {
        SDL_Flip(screen);
    }
}
Exemple #2
0
static void UpdateRect(int x1, int y1, int x2, int y2)
{
    int x1_scaled, x2_scaled, y1_scaled, y2_scaled;

    // Do stretching and blitting

    if (BlitArea(x1, y1, x2, y2))
    {
        // Update the area

        x1_scaled = (x1 * screen_mode->width) / SCREENWIDTH;
        y1_scaled = (y1 * screen_mode->height) / SCREENHEIGHT;
        x2_scaled = (x2 * screen_mode->width) / SCREENWIDTH;
        y2_scaled = (y2 * screen_mode->height) / SCREENHEIGHT;

        SDL_UpdateRect(screen,
                       x1_scaled, y1_scaled,
                       x2_scaled - x1_scaled,
                       y2_scaled - y1_scaled);
    }
}
Exemple #3
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//
// I_FinishUpdate
//
void I_FinishUpdate (void)
{
    static int	lasttic;
    int		tics;
    int		i;

    if (!initialized)
        return;

    if (noblit)
        return;

    if (need_resize && SDL_GetTicks() > last_resize_time + 500)
    {
        ApplyWindowResize(resize_w, resize_h);
        need_resize = false;
        palette_to_set = true;
    }

    UpdateGrab();

    // Don't update the screen if the window isn't visible.
    // Not doing this breaks under Windows when we alt-tab away 
    // while fullscreen.

    if (!(SDL_GetAppState() & SDL_APPACTIVE))
        return;

    // draws little dots on the bottom of the screen

    if (display_fps_dots)
    {
	i = I_GetTime();
	tics = i - lasttic;
	lasttic = i;
	if (tics > 20) tics = 20;

	for (i=0 ; i<tics*4 ; i+=4)
	    I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0xff;
	for ( ; i<20*4 ; i+=4)
	    I_VideoBuffer[ (SCREENHEIGHT-1)*SCREENWIDTH + i] = 0x0;
    }

    if (show_diskicon && disk_indicator == disk_on)
    {
	if (diskicon_readbytes >= diskicon_threshold)
	{
	    V_BeginRead();
	}
    }
    else if (disk_indicator == disk_dirty)
    {
	disk_indicator = disk_off;
    }
    diskicon_readbytes = 0;

    // draw to screen

    BlitArea(0, 0, SCREENWIDTH, SCREENHEIGHT);

    if (palette_to_set)
    {
        SDL_SetColors(screenbuffer, palette, 0, 256);
        palette_to_set = false;

        // In native 8-bit mode, if we have a palette to set, the act
        // of setting the palette updates the screen

        if (screenbuffer == screen)
        {
            return;
        }
    }

    // In 8in32 mode, we must blit from the fake 8-bit screen buffer
    // to the real screen before doing a screen flip.

    if (screenbuffer != screen)
    {
        SDL_Rect dst_rect;

        // Center the buffer within the full screen space.

        dst_rect.x = (screen->w - screenbuffer->w) / 2;
        dst_rect.y = (screen->h - screenbuffer->h) / 2;

        SDL_BlitSurface(screenbuffer, NULL, screen, &dst_rect);
    }

    SDL_Flip(screen);
}