sync w/ screenshot code from snes9x-gx

This commit is contained in:
dborth 2012-01-11 18:45:07 +00:00
parent 4066768fd2
commit 9c933cf7df
3 changed files with 39 additions and 57 deletions

View File

@ -46,8 +46,8 @@ static GuiTrigger * trigA = NULL;
static GuiTrigger * trig2 = NULL;
static GuiButton * btnLogo = NULL;
static GuiImageData * gameScreen = NULL;
static GuiImage * gameScreenImg = NULL;
static GuiImage * bgImg = NULL;
static GuiImage * bgTopImg = NULL;
static GuiImage * bgBottomImg = NULL;
static GuiSound * bgMusic = NULL;
@ -816,11 +816,7 @@ static void WindowCredits(void * ptr)
{
UpdatePads();
if(gameScreenImg)
gameScreenImg->Draw();
else
bgImg->Draw();
bgBottomImg->Draw();
bgTopImg->Draw();
creditsWindow.Draw();
@ -1380,19 +1376,17 @@ static int MenuGame()
{
if (WindowPrompt("Quit Game", "Quit this game? Any unsaved progress will be lost.", "OK", "Cancel"))
{
if(gameScreenImg)
{
HaltGui();
mainWindow->Remove(gameScreenImg);
delete gameScreenImg;
gameScreenImg = NULL;
}
if(gameScreenTex)
{
free(gameScreenTex);
gameScreenTex = NULL;
gameScreenPngSize = 0;
}
bgImg->SetVisible(true);
delete gameScreen;
gameScreen = NULL;
free(gameScreenPng);
gameScreenPng = NULL;
gameScreenImg = new GuiImage(screenwidth, screenheight, (GXColor){236, 226, 238, 255});
gameScreenImg->ColorStripe(10);
mainWindow->Insert(gameScreenImg, 0);
ResumeGui();
#ifndef NO_SOUND
bgMusic->Play(); // startup music
#endif
@ -4230,29 +4224,23 @@ MainMenu (int menu)
mainWindow = new GuiWindow(screenwidth, screenheight);
bgImg = new GuiImage(screenwidth, screenheight, (GXColor){236, 226, 238, 255});
bgImg->ColorStripe(10);
mainWindow->Append(bgImg);
if(gameScreenTex)
if(menu == MENU_GAME)
{
IMGCTX pngContext = PNGU_SelectImageFromBuffer(gameScreenPng);
if (pngContext != NULL)
{
gameScreenPngSize = PNGU_EncodeFromGXTexture(pngContext, vmode->fbWidth, vmode->efbHeight, gameScreenTex, 0);
PNGU_ReleaseImageContext(pngContext);
DCFlushRange(gameScreenPng, 512*1024);
}
gameScreenImg = new GuiImage(gameScreenTex, vmode->fbWidth, vmode->efbHeight);
gameScreen = new GuiImageData(gameScreenPng);
gameScreenImg = new GuiImage(gameScreen);
gameScreenImg->SetAlpha(192);
gameScreenImg->ColorStripe(30);
gameScreenImg->SetScaleX(screenwidth/(float)vmode->fbWidth);
gameScreenImg->SetScaleY(screenheight/(float)vmode->efbHeight);
mainWindow->Append(gameScreenImg);
bgImg->SetVisible(false);
}
else
{
gameScreenImg = new GuiImage(screenwidth, screenheight, (GXColor){236, 226, 238, 255});
gameScreenImg->ColorStripe(10);
}
mainWindow->Append(gameScreenImg);
GuiSound btnSoundOver(button_over_pcm, button_over_pcm_size, SOUND_PCM);
GuiSound btnSoundClick(button_click_pcm, button_click_pcm_size, SOUND_PCM);
@ -4394,23 +4382,20 @@ MainMenu (int menu)
#endif
delete btnLogo;
delete bgImg;
delete gameScreenImg;
delete bgTopImg;
delete bgBottomImg;
delete mainWindow;
mainWindow = NULL;
if(gameScreenImg)
if(gameScreen)
delete gameScreen;
if(gameScreenPng)
{
delete gameScreenImg;
gameScreenImg = NULL;
}
if(gameScreenTex)
{
free(gameScreenTex);
gameScreenTex = NULL;
gameScreenPngSize = 0;
free(gameScreenPng);
gameScreenPng = NULL;
}
// wait for keys to be depressed

View File

@ -354,7 +354,6 @@ bool SaveBatteryOrState(char * filepath, int action, bool silent)
if(!FindDevice(filepath, &device))
return 0;
// save screenshot - I would prefer to do this from gameScreenTex
if(action == FILE_SNAPSHOT && gameScreenPngSize > 0)
{
char screenpath[1024];

View File

@ -35,7 +35,6 @@ int whichfb = 0; // Frame buffer toggle
static Mtx GXmodelView2D;
u8 * gameScreenTex = NULL; // a GX texture screen capture of the game
u8 * gameScreenPng = NULL;
int gameScreenPngSize = 0;
@ -674,16 +673,15 @@ void GX_Render(int width, int height, u8 * buffer, int pitch)
***************************************************************************/
void TakeScreenshot()
{
int texSize = vmode->fbWidth * vmode->efbHeight * 4;
IMGCTX pngContext = PNGU_SelectImageFromBuffer(savebuffer);
if(gameScreenTex) free(gameScreenTex);
gameScreenTex = (u8 *)memalign(32, texSize);
if(gameScreenTex == NULL) return;
GX_SetTexCopySrc(0, 0, vmode->fbWidth, vmode->efbHeight);
GX_SetTexCopyDst(vmode->fbWidth, vmode->efbHeight, GX_TF_RGBA8, GX_FALSE);
GX_CopyTex(gameScreenTex, GX_FALSE);
GX_PixModeSync();
DCFlushRange(gameScreenTex, texSize);
if (pngContext != NULL)
{
gameScreenPngSize = PNGU_EncodeFromEFB(pngContext, vmode->fbWidth, vmode->efbHeight);
PNGU_ReleaseImageContext(pngContext);
gameScreenPng = (u8 *)malloc(gameScreenPngSize);
memcpy(gameScreenPng, savebuffer, gameScreenPngSize);
}
}
/****************************************************************************