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/********************************************************************/
/* */
/* L I QQ U U I DD W W A RR 555 */
/* L I Q Q U U I D D W W A A R R 5 */
/* L I Q Q U U I D D W W W AAA RR 55 */
/* L I Q Q U U I D D WW WW A A R R 5 */
/* LLL I Q Q U I DD W W A A R R 55 */
/* */
/* b */
/* bb y y */
/* b b yyy */
/* bb y */
/* yy */
/* */
/* U U FFF O O TTT */
/* U U F O O O O T */
/* U U TIRET FF O O O O T */
/* U U F O O O O T */
/* U F O O T */
/* */
/********************************************************************/
/*****************************************************************************/
/* Liquid War is a multiplayer wargame */
/* Copyright (C) 1998-2007 Christian Mauduit */
/* */
/* This program is free software; you can redistribute it and/or modify */
/* it under the terms of the GNU General Public License as published by */
/* the Free Software Foundation; either version 2 of the License, or */
/* (at your option) any later version. */
/* */
/* This program is distributed in the hope that it will be useful, */
/* but WITHOUT ANY WARRANTY; without even the implied warranty of */
/* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the */
/* GNU General Public License for more details. */
/* */
/* You should have received a copy of the GNU General Public License */
/* along with this program; if not, write to the Free Software */
/* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA */
/* */
/* Liquid War homepage : http://www.ufoot.org/liquidwar/v5 */
/* Contact author : ufoot@ufoot.org */
/*****************************************************************************/
/********************************************************************/
/* name : capture.c */
/* content : capture the video output and dump it on the disk */
/********************************************************************/
/*==================================================================*/
/* includes */
/*==================================================================*/
#include <string.h>
#include <stdio.h>
#include <allegro.h>
#include "capture.h"
#include "viewport.h"
#include "log.h"
#include "init.h"
#include "palette.h"
#include "config.h"
#include "ticker.h"
#include "macro.h"
/*==================================================================*/
/* constants */
/*==================================================================*/
#define LW_CAPTURE_FILENAME_FORMAT_STRING "lw%06d.bmp"
#define LW_CAPTURE_FILENAME_BUFFER_SIZE 100
/*==================================================================*/
/* globals */
/*==================================================================*/
static int LW_CAPTURE_MODE = 0;
/*==================================================================*/
/* functions */
/*==================================================================*/
/*------------------------------------------------------------------*/
/*
* Returns the capture mode
*/
int
lw_capture_get_mode ()
{
return LW_CAPTURE_MODE;
}
/*------------------------------------------------------------------*/
/*
* Sets the capture mode
*/
void
lw_capture_set_mode (int mode)
{
LW_CAPTURE_MODE = mode;
}
/*------------------------------------------------------------------*/
/*
* Dumps the current video output on the disk, but performs some
* checks which make it adapted to a menu context, such as not
* calling the function "too often".
*/
int
lw_capture_dump_menu ()
{
int result = 1;
static int last_dump_time = 0;
int dummy;
/*
* We don't dump stuff if the last dump is too recent.
* To determine "how often" we may dump, we use the
* same settings than the in-game "frame per sec" limit.
*/
if (get_ticker () >= last_dump_time +
DISPLAY_DELAY_MIN[CONFIG_FRAMES_PER_SEC_LIMIT])
{
last_dump_time = get_ticker ();
/*
* We do nothing if we're not in capture mode
*/
if (LW_CAPTURE_MODE)
{
lw_capture_dump_game ();
}
}
/*
* Now we check manually for F9 for there's no way
* to do it easily within the generic menu code.
*/
if (key[KEY_F9])
{
while (key[KEY_F9])
{
/*
* Force a all to poll_keyboard if needed
*/
dummy = keypressed ();
rest (10);
}
LW_CAPTURE_MODE = !LW_CAPTURE_MODE;
}
return result;
}
/*------------------------------------------------------------------*/
/*
* Dumps the current video output on the disk
*/
int
lw_capture_dump_game ()
{
int result = 1;
char buffer[LW_CAPTURE_FILENAME_BUFFER_SIZE];
static int frame_number = 0;
BITMAP *screenshot;
/*
* We do nothing if we're not in capture mode
*/
if (LW_CAPTURE_MODE)
{
/*
* Prepare a nice filename
*/
LW_MACRO_SPRINTF1 (buffer, LW_CAPTURE_FILENAME_FORMAT_STRING,
frame_number++);
/*
* Log on the console
*/
log_print_str ("Dumping video output to \"");
log_print_str (buffer);
log_print_str ("\"");
/*
* Create a sub-bitmap with the right size
*/
screenshot =
create_sub_bitmap (screen, 0, PAGE_FLIP_H, SCREEN_W, SCREEN_H);
if (screenshot)
{
/*
* Write to disk
*/
result = !save_bitmap (buffer, screenshot, GLOBAL_PALETTE);
destroy_bitmap (screenshot);
}
else
{
result = 0;
}
display_success (result);
}
return result;
}
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