// This actually renders the new cockpit onto the screen. void update_cockpits() { grs_bitmap * bm; PIGGY_PAGE_IN(cockpit_bitmap[PlayerCfg.CockpitMode[1]]); bm = &GameBitmaps[cockpit_bitmap[PlayerCfg.CockpitMode[1]].index]; //Redraw the on-screen cockpit bitmaps if (VR_render_mode != VR_NONE ) return; switch( PlayerCfg.CockpitMode[1] ) { case CM_FULL_COCKPIT: gr_set_current_canvas(NULL); #ifdef OGL ogl_ubitmapm_cs (0, 0, -1, grd_curcanv->cv_bitmap.bm_h, bm,255, F1_0); #else gr_ubitmapm(0,0, bm); #endif break; case CM_REAR_VIEW: gr_set_current_canvas(NULL); #ifdef OGL ogl_ubitmapm_cs (0, 0, -1, grd_curcanv->cv_bitmap.bm_h, bm,255, F1_0); #else gr_ubitmapm(0,0, bm); #endif break; case CM_FULL_SCREEN: break; case CM_STATUS_BAR: gr_set_current_canvas(NULL); #ifdef OGL ogl_ubitmapm_cs (0, (HIRESMODE?(SHEIGHT*2)/2.6:(SHEIGHT*2)/2.72), -1, ((int) ((double) (bm->bm_h) * (HIRESMODE?(double)SHEIGHT/480:(double)SHEIGHT/200) + 0.5)), bm,255, F1_0); #else gr_ubitmapm(0,SHEIGHT-bm->bm_h,bm); #endif break; case CM_LETTERBOX: gr_set_current_canvas(NULL); break; } gr_set_current_canvas(NULL); if (PlayerCfg.CockpitMode[1] != last_drawn_cockpit) last_drawn_cockpit = PlayerCfg.CockpitMode[1]; else return; if (PlayerCfg.CockpitMode[1]==CM_FULL_COCKPIT || PlayerCfg.CockpitMode[1]==CM_STATUS_BAR) init_gauges(); }
// Clipped bitmap ... void gr_bitmap( int x, int y, grs_bitmap *bm ) { int dx1=x, dx2=x+bm->bm_w-1; int dy1=y, dy2=y+bm->bm_h-1; #ifndef OGL int sx=0, sy=0; #endif if ((dx1 >= grd_curcanv->cv_bitmap.bm_w ) || (dx2 < 0)) return; if ((dy1 >= grd_curcanv->cv_bitmap.bm_h) || (dy2 < 0)) return; if ( dx1 < 0 ) { #ifndef OGL sx = -dx1; #endif dx1 = 0; } if ( dy1 < 0 ) { #ifndef OGL sy = -dy1; #endif dy1 = 0; } if ( dx2 >= grd_curcanv->cv_bitmap.bm_w ) { dx2 = grd_curcanv->cv_bitmap.bm_w-1; } if ( dy2 >= grd_curcanv->cv_bitmap.bm_h ) { dy2 = grd_curcanv->cv_bitmap.bm_h-1; } // Draw bitmap bm[x,y] into (dx1,dy1)-(dx2,dy2) #ifdef OGL ogl_ubitmapm_cs(x, y, 0, 0, bm, -1, F1_0); #else gr_bm_ubitblt(dx2-dx1+1,dy2-dy1+1, dx1, dy1, sx, sy, bm, &grd_curcanv->cv_bitmap ); #endif }
void gr_ubitmapm( int x, int y, grs_bitmap *bm ) { int source, dest; source = bm->bm_type; dest = TYPE; if (source==BM_LINEAR) { switch( dest ) { case BM_LINEAR: if ( bm->bm_flags & BM_FLAG_RLE ) gr_bm_ubitblt00m_rle(bm->bm_w, bm->bm_h, x, y, 0, 0, bm, &grd_curcanv->cv_bitmap ); else gr_ubitmap00m( x, y, bm ); return; #ifdef OGL case BM_OGL: ogl_ubitmapm_cs(x,y,-1,-1,bm,-1,F1_0); return; #endif default: gr_ubitmap012m( x, y, bm ); return; } } else { gr_ubitmapGENERICm(x, y, bm); } }
void show_fullscr(grs_bitmap *bm) { grs_bitmap * const scr = &grd_curcanv->cv_bitmap; #ifdef OGL if(bm->bm_type == BM_LINEAR && scr->bm_type == BM_OGL && bm->bm_w <= grd_curscreen->sc_w && bm->bm_h <= grd_curscreen->sc_h) // only scale with OGL if bitmap is not bigger than screen size { ogl_ubitmapm_cs(0,0,-1,-1,bm,-1,F1_0);//use opengl to scale, faster and saves ram. -MPM return; } #endif if(scr->bm_type != BM_LINEAR) { grs_bitmap *tmp = gr_create_bitmap(scr->bm_w, scr->bm_h); gr_bitmap_scale_to(bm, tmp); gr_bitmap(0, 0, tmp); gr_free_bitmap(tmp); return; } gr_bitmap_scale_to(bm, scr); }