Merge pull request #954 from chkr-private/savegame-screenshots

EMI: Implement screenshot thumbnails for savegames
This commit is contained in:
Joel Teichroeb 2014-07-22 14:45:04 -07:00
commit e97e61c619
18 changed files with 282 additions and 253 deletions

View file

@ -1643,35 +1643,14 @@ void GfxOpenGL::drawEmergString(int x, int y, const char *text, const Color &fgC
glPopMatrix();
}
Bitmap *GfxOpenGL::getScreenshot(int w, int h) {
Graphics::PixelBuffer buffer = Graphics::PixelBuffer::createBuffer<565>(w * h, DisposeAfterUse::YES);
Bitmap *GfxOpenGL::getScreenshot(int w, int h, bool useStored) {
Graphics::PixelBuffer src(Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24), _screenWidth * _screenHeight, DisposeAfterUse::YES);
glReadPixels(0, 0, _screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, src.getRawBuffer());
int i1 = (_screenWidth * w - 1) / _screenWidth + 1;
int j1 = (_screenHeight * h - 1) / _screenHeight + 1;
for (int j = 0; j < j1; j++) {
for (int i = 0; i < i1; i++) {
int x0 = i * _screenWidth / w;
int x1 = ((i + 1) * _screenWidth - 1) / w + 1;
int y0 = j * _screenHeight / h;
int y1 = ((j + 1) * _screenHeight - 1) / h + 1;
uint32 color = 0;
for (int y = y0; y < y1; y++) {
for (int x = x0; x < x1; x++) {
uint8 lr, lg, lb;
src.getRGBAt(y * _screenWidth + x, lr, lg, lb);
color += (lr + lg + lb) / 3;
}
}
color /= (x1 - x0) * (y1 - y0);
buffer.setPixelAt((h - j - 1) * w + i, color, color, color);
}
if (useStored) {
memcpy(src.getRawBuffer(), _storedDisplay, _screenWidth * _screenHeight * 4);
} else {
glReadPixels(0, 0, _screenWidth, _screenHeight, GL_RGBA, GL_UNSIGNED_BYTE, src.getRawBuffer());
}
Bitmap *screenshot = new Bitmap(buffer, w, h, "screenshot");
return screenshot;
return createScreenshotBitmap(src, w, h, false);
}
void GfxOpenGL::storeDisplay() {
@ -2003,36 +1982,9 @@ static void readPixels(int x, int y, int width, int height, char *buffer) {
}
}
void GfxOpenGL::createSpecialtyTextures() {
//make a buffer big enough to hold any of the textures
char *buffer = new char[256 * 256 * 4];
// TODO: Handle screen resolutions other than 640 x 480
readPixels(0, 0, 256, 256, buffer);
_specialty[0].create(buffer, 256, 256);
readPixels(256, 0, 256, 256, buffer);
_specialty[1].create(buffer, 256, 256);
readPixels(512, 0, 128, 128, buffer);
_specialty[2].create(buffer, 128, 128);
readPixels(512, 128, 128, 128, buffer);
_specialty[3].create(buffer, 128, 128);
readPixels(0, 256, 256, 256, buffer);
_specialty[4].create(buffer, 256, 256);
readPixels(256, 256, 256, 256, buffer);
_specialty[5].create(buffer, 256, 256);
readPixels(512, 256, 128, 128, buffer);
_specialty[6].create(buffer, 128, 128);
readPixels(512, 384, 128, 128, buffer);
_specialty[7].create(buffer, 128, 128);
delete[] buffer;
void GfxOpenGL::createSpecialtyTextureFromScreen(unsigned int id, char *data, int x, int y, int width, int height) {
readPixels(x, y, width, height, data);
createSpecialtyTexture(id, data, width, height);
}
} // end of namespace Grim