- Replaced 'C:\\ZDOOMDAT' with a #define in version.h.

- Moved screenshot code into DCanvas so that it can be overridden by
  subclasses with a different buffer.


SVN r643 (trunk)
This commit is contained in:
Christoph Oelckers 2007-12-26 09:56:09 +00:00
parent 682e0dbe95
commit 6804e66208
7 changed files with 57 additions and 34 deletions

View file

@ -9,6 +9,9 @@ December 25, 2007
minor win for cards that support it.
December 25, 2007 (Changes by Graf Zahl)
- Replaced 'C:\\ZDOOMDAT' with a #define in version.h.
- Moved screenshot code into DCanvas so that it can be overridden by
subclasses with a different buffer.
- added a P_PointInSector function and replaced all calls to retrieve an
actor's sector in the game engine code with it. This way there's a clear
distinction between renderer-specific and game-specific calls.

View file

@ -2259,7 +2259,7 @@ void D_DoomMain (void)
if (Args.CheckParm("-cdrom"))
{
Printf (GStrings("D_CDROM"));
mkdir ("c:\\zdoomdat", 0);
mkdir (CDROM_DIR, 0);
}
#endif

View file

@ -1850,7 +1850,7 @@ FString G_BuildSaveName (const char *prefix, int slot)
#ifndef unix
else if (Args.CheckParm ("-cdrom"))
{
leader = "c:/zdoomdat/";
leader = CDROM_DIR "/";
}
else
{

View file

@ -569,7 +569,7 @@ FString FGameConfigFile::GetConfigPath (bool tryProg)
if (path.IsEmpty())
{
if (Args.CheckParm ("-cdrom"))
return "c:\\zdoomdat\\zdoom.ini";
return CDROM_DIR "\\zdoom.ini";
path = progdir;
path += "zdoom.ini";
@ -617,7 +617,7 @@ void FGameConfigFile::AddAutoexec (DArgs *list, const char *game)
#ifndef unix
if (Args.CheckParm ("-cdrom"))
{
path = "c:\\zdoomdat\\autoexec.cfg";
path = CDROM_DIR "\\autoexec.cfg";
}
else
{

View file

@ -306,9 +306,9 @@ FString GetUserFile (const char *file, bool nodir)
FString path = home;
if (path[path.Len()-1] != '/')
path += nodir ? "/" : "/.zdoom";
path += nodir ? "/" : "/"GAME_DIR;
else if (!nodir)
path += ".zdoom";
path += GAME_DIR;
if (!nodir)
{
@ -542,7 +542,7 @@ void WritePCXfile (FILE *file, const DCanvas *canvas, const PalEntry *palette)
void WritePNGfile (FILE *file, const DCanvas *canvas, const PalEntry *palette)
{
if (!M_CreatePNG (file, canvas, palette) ||
!M_AppendPNGText (file, "Software", "ZDoom " DOTVERSIONSTR) ||
!M_AppendPNGText (file, "Software", GAMENAME DOTVERSIONSTR) ||
!M_FinishPNG (file))
{
Printf ("Could not create screenshot.\n");
@ -572,9 +572,8 @@ static bool FindFreeName (FString &fullname, const char *extension)
void M_ScreenShot (const char *filename)
{
FILE *file;
FString autoname;
bool writepcx = (stricmp (screenshot_type, "pcx") == 0); // PNG is the default
bool writepcx = screen->CanWritePCX() && (stricmp (screenshot_type, "pcx") == 0); // PNG is the default
// find a file name to save it to
if (filename == NULL || filename[0] == '\0')
@ -582,7 +581,7 @@ void M_ScreenShot (const char *filename)
#ifndef unix
if (Args.CheckParm ("-cdrom"))
{
autoname = "C:\\ZDOOMDAT\\";
autoname = CDROM_DIR "\\";
}
else
#endif
@ -615,30 +614,7 @@ void M_ScreenShot (const char *filename)
CreatePath(screenshot_dir);
// save the screenshot
screen->Lock (true);
//D_Display (true);
PalEntry palette[256];
screen->GetFlashedPalette (palette);
file = fopen (autoname.GetChars(), "wb");
if (file == NULL)
{
Printf ("Could not open %s\n", autoname.GetChars());
screen->Unlock ();
return;
}
if (writepcx)
{
WritePCXfile (file, screen, palette);
}
else
{
WritePNGfile (file, screen, palette);
}
fclose (file);
screen->Unlock ();
screen->Save(autoname, writepcx);
if (!screenshot_quiet)
{
@ -646,6 +622,40 @@ void M_ScreenShot (const char *filename)
}
}
bool DCanvas::CanWritePCX()
{
return true;
}
void DCanvas::Save(const char *filename, bool writepcx)
{
FILE *file;
Lock (true);
PalEntry palette[256];
screen->GetFlashedPalette (palette);
file = fopen (filename, "wb");
if (file == NULL)
{
Printf ("Could not open %s\n", filename);
Unlock ();
return;
}
if (writepcx)
{
WritePCXfile (file, this, palette);
}
else
{
WritePNGfile (file, this, palette);
}
fclose (file);
Unlock ();
}
CCMD (screenshot)
{
if (argv.argc() == 1)

View file

@ -142,6 +142,7 @@ public:
// Access control
virtual bool Lock () = 0; // Returns true if the surface was lost since last time
virtual bool Lock (bool usesimplecanvas) { return Lock(); }
virtual void Unlock () = 0;
virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
@ -181,6 +182,12 @@ public:
// Can be overridden so that the colormaps for sector color/fade won't be built.
virtual bool UsesColormap() const;
// software renderer always returns true but other renderers may not want to implement PCX.
bool CanWritePCX();
// Saves canvas to a file
void Save(const char *filename, bool writepcx);
// Text drawing functions -----------------------------------------------
virtual void SetFont (FFont *font);

View file

@ -86,6 +86,9 @@
#ifdef unix
#define HOME_DIR "~/.zdoom"
#define GAME_DIR ".zdoom"
#else
#define CDROM_DIR "C:\\ZDOOMDAT"
#endif
// MINSAVEVER is the minimum level snapshot version that can be loaded.