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- 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)
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682e0dbe95
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7 changed files with 57 additions and 34 deletions
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@ -9,6 +9,9 @@ December 25, 2007
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minor win for cards that support it.
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December 25, 2007 (Changes by Graf Zahl)
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- Replaced 'C:\\ZDOOMDAT' with a #define in version.h.
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- Moved screenshot code into DCanvas so that it can be overridden by
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subclasses with a different buffer.
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- added a P_PointInSector function and replaced all calls to retrieve an
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actor's sector in the game engine code with it. This way there's a clear
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distinction between renderer-specific and game-specific calls.
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@ -2259,7 +2259,7 @@ void D_DoomMain (void)
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if (Args.CheckParm("-cdrom"))
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{
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Printf (GStrings("D_CDROM"));
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mkdir ("c:\\zdoomdat", 0);
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mkdir (CDROM_DIR, 0);
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}
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#endif
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@ -1850,7 +1850,7 @@ FString G_BuildSaveName (const char *prefix, int slot)
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#ifndef unix
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else if (Args.CheckParm ("-cdrom"))
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{
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leader = "c:/zdoomdat/";
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leader = CDROM_DIR "/";
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}
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else
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{
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@ -569,7 +569,7 @@ FString FGameConfigFile::GetConfigPath (bool tryProg)
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if (path.IsEmpty())
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{
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if (Args.CheckParm ("-cdrom"))
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return "c:\\zdoomdat\\zdoom.ini";
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return CDROM_DIR "\\zdoom.ini";
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path = progdir;
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path += "zdoom.ini";
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@ -617,7 +617,7 @@ void FGameConfigFile::AddAutoexec (DArgs *list, const char *game)
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#ifndef unix
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if (Args.CheckParm ("-cdrom"))
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{
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path = "c:\\zdoomdat\\autoexec.cfg";
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path = CDROM_DIR "\\autoexec.cfg";
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}
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else
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{
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@ -306,9 +306,9 @@ FString GetUserFile (const char *file, bool nodir)
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FString path = home;
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if (path[path.Len()-1] != '/')
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path += nodir ? "/" : "/.zdoom";
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path += nodir ? "/" : "/"GAME_DIR;
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else if (!nodir)
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path += ".zdoom";
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path += GAME_DIR;
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if (!nodir)
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{
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@ -542,7 +542,7 @@ void WritePCXfile (FILE *file, const DCanvas *canvas, const PalEntry *palette)
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void WritePNGfile (FILE *file, const DCanvas *canvas, const PalEntry *palette)
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{
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if (!M_CreatePNG (file, canvas, palette) ||
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!M_AppendPNGText (file, "Software", "ZDoom " DOTVERSIONSTR) ||
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!M_AppendPNGText (file, "Software", GAMENAME DOTVERSIONSTR) ||
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!M_FinishPNG (file))
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{
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Printf ("Could not create screenshot.\n");
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@ -572,9 +572,8 @@ static bool FindFreeName (FString &fullname, const char *extension)
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void M_ScreenShot (const char *filename)
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{
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FILE *file;
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FString autoname;
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bool writepcx = (stricmp (screenshot_type, "pcx") == 0); // PNG is the default
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bool writepcx = screen->CanWritePCX() && (stricmp (screenshot_type, "pcx") == 0); // PNG is the default
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// find a file name to save it to
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if (filename == NULL || filename[0] == '\0')
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@ -582,7 +581,7 @@ void M_ScreenShot (const char *filename)
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#ifndef unix
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if (Args.CheckParm ("-cdrom"))
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{
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autoname = "C:\\ZDOOMDAT\\";
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autoname = CDROM_DIR "\\";
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}
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else
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#endif
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@ -615,30 +614,7 @@ void M_ScreenShot (const char *filename)
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CreatePath(screenshot_dir);
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// save the screenshot
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screen->Lock (true);
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//D_Display (true);
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PalEntry palette[256];
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screen->GetFlashedPalette (palette);
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file = fopen (autoname.GetChars(), "wb");
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if (file == NULL)
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{
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Printf ("Could not open %s\n", autoname.GetChars());
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screen->Unlock ();
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return;
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}
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if (writepcx)
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{
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WritePCXfile (file, screen, palette);
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}
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else
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{
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WritePNGfile (file, screen, palette);
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}
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fclose (file);
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screen->Unlock ();
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screen->Save(autoname, writepcx);
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if (!screenshot_quiet)
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{
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@ -646,6 +622,40 @@ void M_ScreenShot (const char *filename)
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}
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}
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bool DCanvas::CanWritePCX()
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{
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return true;
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}
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void DCanvas::Save(const char *filename, bool writepcx)
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{
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FILE *file;
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Lock (true);
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PalEntry palette[256];
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screen->GetFlashedPalette (palette);
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file = fopen (filename, "wb");
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if (file == NULL)
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{
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Printf ("Could not open %s\n", filename);
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Unlock ();
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return;
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}
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if (writepcx)
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{
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WritePCXfile (file, this, palette);
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}
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else
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{
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WritePNGfile (file, this, palette);
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}
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fclose (file);
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Unlock ();
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}
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CCMD (screenshot)
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{
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if (argv.argc() == 1)
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@ -142,6 +142,7 @@ public:
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// Access control
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virtual bool Lock () = 0; // Returns true if the surface was lost since last time
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virtual bool Lock (bool usesimplecanvas) { return Lock(); }
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virtual void Unlock () = 0;
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virtual bool IsLocked () { return Buffer != NULL; } // Returns true if the surface is locked
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@ -181,6 +182,12 @@ public:
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// Can be overridden so that the colormaps for sector color/fade won't be built.
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virtual bool UsesColormap() const;
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// software renderer always returns true but other renderers may not want to implement PCX.
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bool CanWritePCX();
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// Saves canvas to a file
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void Save(const char *filename, bool writepcx);
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// Text drawing functions -----------------------------------------------
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virtual void SetFont (FFont *font);
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@ -86,6 +86,9 @@
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#ifdef unix
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#define HOME_DIR "~/.zdoom"
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#define GAME_DIR ".zdoom"
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#else
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#define CDROM_DIR "C:\\ZDOOMDAT"
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#endif
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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