mirror of
https://github.com/ZDoom/Raze.git
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136 lines
3.7 KiB
C++
136 lines
3.7 KiB
C++
/*
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** screenshot.cpp
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "compat.h"
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#include "build.h"
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#include "baselayer.h"
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#include "version.h"
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#include "m_png.h"
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#include "i_specialpaths.h"
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#include "m_argv.h"
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#include "cmdlib.h"
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#include "gamecontrol.h"
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#include "printf.h"
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#include "c_dispatch.h"
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#include "v_video.h"
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#include "../../glbackend/glbackend.h"
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EXTERN_CVAR(Float, png_gamma)
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//
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// screencapture
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//
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static FileWriter *opennextfile(const char *fn)
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{
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static int count = 0;
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FString name;
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do
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{
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name.Format(fn, count++);
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} while (FileExists(name));
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return FileWriter::Open(name);
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}
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CVAR(String, screenshotname, "", CVAR_ARCHIVE) // not GLOBALCONFIG - allow setting this per game.
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CVAR(String, screenshot_dir, "", CVAR_ARCHIVE) // same here.
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//
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// WritePNGfile
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//
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static void WritePNGfile(FileWriter* file, const uint8_t* buffer, const PalEntry* palette,
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ESSType color_type, int width, int height, int pitch, float gamma)
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{
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FStringf software(GAMENAME " %s", GetVersionString());
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if (!M_CreatePNG(file, buffer, palette, color_type, width, height, pitch, gamma) ||
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!M_AppendPNGText(file, "Software", software) ||
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!M_FinishPNG(file))
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{
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Printf("Failed writing screenshot\n");
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}
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}
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static int SaveScreenshot()
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{
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PalEntry Palette[256];
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size_t dirlen;
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FString autoname = Args->CheckValue("-shotdir");
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if (autoname.IsEmpty())
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{
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autoname = screenshot_dir;
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}
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dirlen = autoname.Len();
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if (dirlen == 0)
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{
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autoname = M_GetScreenshotsPath();
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dirlen = autoname.Len();
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}
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if (dirlen > 0)
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{
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if (autoname[dirlen - 1] != '/' && autoname[dirlen - 1] != '\\')
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{
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autoname += '/';
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}
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}
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autoname = NicePath(autoname);
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CreatePath(autoname);
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if (**screenshotname) autoname << screenshotname;
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else autoname << currentGame;
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autoname << "_%04d.png";
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FileWriter *fil = opennextfile(autoname);
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if (fil == nullptr)
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{
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return -1;
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}
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float gamma;
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int pitch;
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ESSType ctype;
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auto imgBuf = screen->GetScreenshotBuffer(pitch, ctype, gamma);
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WritePNGfile(fil, imgBuf.Data(), Palette, ctype, xdim, ydim, pitch, gamma);
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delete fil;
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Printf("screenshot saved\n");
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return 0;
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}
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CCMD(screenshot)
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{
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SaveScreenshot();
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}
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