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https://github.com/id-Software/DOOM-3-BFG.git
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Fix messed up view angle after taking screenshots
Pretty much like https://github.com/dhewm/dhewm3/issues/18 but here it took some more changes
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7cfe7dd69a
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876aa96637
4 changed files with 12 additions and 5 deletions
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@ -214,9 +214,11 @@ public:
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// Called repeatedly as the foreground thread for rendering and game logic.
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virtual void Frame() = 0;
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// DG: added possibility to *not* release mouse in UpdateScreen(), it fucks up the view angle for screenshots
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// Redraws the screen, handling games, guis, console, etc
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// in a modal manner outside the normal frame loop
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virtual void UpdateScreen( bool captureToImage ) = 0;
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virtual void UpdateScreen( bool captureToImage, bool releaseMouse = true ) = 0;
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// DG end
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virtual void UpdateLevelLoadPacifier() = 0;
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@ -148,7 +148,9 @@ public:
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virtual void Quit();
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virtual bool IsInitialized() const;
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virtual void Frame();
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virtual void UpdateScreen( bool captureToImage );
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// DG: added possibility to *not* release mouse in UpdateScreen(), it fucks up the view angle for screenshots
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virtual void UpdateScreen( bool captureToImage, bool releaseMouse = true );
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// DG end
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virtual void UpdateLevelLoadPacifier();
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virtual void StartupVariable( const char* match );
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virtual void WriteConfigToFile( const char* filename );
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@ -349,7 +349,8 @@ idCommonLocal::UpdateScreen
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This is an out-of-sequence screen update, not the normal game rendering
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===============
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*/
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void idCommonLocal::UpdateScreen( bool captureToImage )
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// DG: added possibility to *not* release mouse in UpdateScreen(), it fucks up the view angle for screenshots
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void idCommonLocal::UpdateScreen( bool captureToImage, bool releaseMouse )
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{
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if( insideUpdateScreen )
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{
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@ -361,7 +362,9 @@ void idCommonLocal::UpdateScreen( bool captureToImage )
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gameThread.WaitForThread();
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// release the mouse capture back to the desktop
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Sys_GrabMouseCursor( false );
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if( releaseMouse )
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Sys_GrabMouseCursor( false );
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// DG end
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// build all the draw commands without running a new game tic
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Draw();
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@ -1298,7 +1298,7 @@ void R_ReadTiledPixels( int width, int height, byte* buffer, renderView_t* ref =
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else
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{
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const bool captureToImage = false;
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common->UpdateScreen( captureToImage );
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common->UpdateScreen( captureToImage, false );
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}
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int w = sysWidth;
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