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Implement in-game screenshots.
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1 changed files with 29 additions and 0 deletions
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@ -42,10 +42,15 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/dstring.h"
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#include "QF/image.h"
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#include "QF/png.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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@ -207,4 +212,28 @@ SCR_ScreenShot (int width, int height)
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VISIBLE void
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SCR_ScreenShot_f (void)
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{
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byte *buffer, *r, *b;
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dstring_t *name = dstring_new ();
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int size, i;
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// find a file name to save it to
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if (!QFS_NextFilename (name, va ("%s/qf", qfs_gamedir->dir.def), ".png")) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PNG file\n");
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} else {
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size = vid.width * vid.height;
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buffer = malloc (size * 3);
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SYS_CHECKMEM (buffer);
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qfglReadPixels (0, 0, vid.width, vid.height, GL_RGB,
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GL_UNSIGNED_BYTE, buffer);
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// FIXME have to swap rgb (WritePNG bug?)
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for (i = 0, r = buffer, b = buffer + 2; i < size; i++, r+=3, b+=3) {
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byte t = *b;
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*b = *r;
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*r = t;
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}
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WritePNGqfs (name->str, buffer, vid.width, vid.height);
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free (buffer);
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Sys_Printf ("Wrote %s/%s\n", qfs_userpath, name->str);
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}
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dstring_delete (name);
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}
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