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https://git.code.sf.net/p/quake/quakeforge
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Move screenshots to $fs_userpath/QF.
I got tired of screenshots getting scatter across the tree. ShotsPath in the dirconf can override this.
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91cb875115
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b13a2b6dbd
7 changed files with 13 additions and 4 deletions
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@ -93,6 +93,9 @@ Supported attributes are:
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<dt><code>MapPath</code></dt>
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<dd>Where to look for maps. Defaults to
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<code>\${path}/maps</code>.</dd>
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<dt><code>ShotsPath</code></dt>
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<dd>Where to write screenshots. Defaults to
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<code>QF</code>.</dd>
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</dl>
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Attribute allow variable substitution. Variables can take the form of
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@ -64,6 +64,7 @@ typedef struct gamedir_s {
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const char *models; ///< directory to which to write models
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const char *sound; ///< directory to which to write sounds
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const char *maps; ///< directory to which to write maps
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const char *shots; ///< directory to which to write screenshots
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} dir;
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} gamedir_t;
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@ -338,6 +338,8 @@ qfs_get_gd_params (plitem_t *gdpl, gamedir_t *gamedir, dstring_t *path,
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gamedir->dir.sound = qfs_var_subst (PL_String (p), vars);
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if (!gamedir->dir.maps && (p = PL_ObjectForKey (gdpl, "MapPath")))
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gamedir->dir.maps = qfs_var_subst (PL_String (p), vars);
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if (!gamedir->dir.shots && (p = PL_ObjectForKey (gdpl, "ShotsPath")))
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gamedir->dir.shots = qfs_var_subst (PL_String (p), vars);
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}
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static void
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@ -550,6 +552,8 @@ qfs_build_gamedir (const char **list)
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gamedir->dir.sound = nva ("%s/sound", gamedir->dir.def);
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if (!gamedir->dir.maps)
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gamedir->dir.maps = nva ("%s/maps", gamedir->dir.def);
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if (!gamedir->dir.shots)
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gamedir->dir.shots = strdup ("QF");
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qfs_gamedir = gamedir;
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Sys_MaskPrintf (SYS_FS, "%s\n", qfs_gamedir->name);
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@ -138,7 +138,7 @@ SCR_ScreenShot_f (void)
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// find a file name to save it to
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if (!QFS_NextFilename (pcxname,
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va ("%s/qf", qfs_gamedir->dir.def), ".tga")) {
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va ("%s/qf", qfs_gamedir->dir.shots), ".tga")) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a TGA file\n");
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} else {
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buffer = malloc (vid.width * vid.height * 3);
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@ -217,7 +217,8 @@ SCR_ScreenShot_f (void)
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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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if (!QFS_NextFilename (name,
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va ("%s/qf", qfs_gamedir->dir.shots), ".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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@ -161,7 +161,7 @@ SCR_ScreenShot_f (void)
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// find a file name to save it to
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if (!QFS_NextFilename (pcxname,
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va ("%s/qf", qfs_gamedir->dir.def), ".pcx")) {
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va ("%s/qf", qfs_gamedir->dir.shots), ".pcx")) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
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} else {
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// enable direct drawing of console to back buffer
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@ -170,7 +170,7 @@ SCR_ScreenShot_f (void)
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// find a file name to save it to
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if (!QFS_NextFilename (pcxname,
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va ("%s/qf", qfs_gamedir->dir.def), ".pcx")) {
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va ("%s/qf", qfs_gamedir->dir.shots), ".pcx")) {
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Sys_Printf ("SCR_ScreenShot_f: Couldn't create a PCX");
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} else {
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// enable direct drawing of console to back buffer
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