/** * Make an actual screenshot. * @param t the type of screenshot to make. * @param name the name to give to the screenshot. * @return true iff the screenshot was made successfully */ bool MakeScreenshot(ScreenshotType t, const char *name) { if (t == SC_VIEWPORT) { /* First draw the dirty parts of the screen and only then change the name * of the screenshot. This way the screenshot will always show the name * of the previous screenshot in the 'successful' message instead of the * name of the new screenshot (or an empty name). */ UndrawMouseCursor(); DrawDirtyBlocks(); } _screenshot_name[0] = '\0'; if (name != NULL) strecpy(_screenshot_name, name, lastof(_screenshot_name)); bool ret; switch (t) { case SC_VIEWPORT: ret = MakeSmallScreenshot(false); break; case SC_CRASHLOG: ret = MakeSmallScreenshot(true); break; case SC_ZOOMEDIN: case SC_DEFAULTZOOM: case SC_WORLD: ret = MakeLargeWorldScreenshot(t); break; case SC_HEIGHTMAP: { const ScreenshotFormat *sf = _screenshot_formats + _cur_screenshot_format; ret = MakeHeightmapScreenshot(MakeScreenshotName(HEIGHTMAP_NAME, sf->extension)); break; } default: NOT_REACHED(); } if (ret) { SetDParamStr(0, _screenshot_name); ShowErrorMessage(STR_MESSAGE_SCREENSHOT_SUCCESSFULLY, INVALID_STRING_ID, WL_WARNING); } else { ShowErrorMessage(STR_ERROR_SCREENSHOT_FAILED, INVALID_STRING_ID, WL_ERROR); } return ret; }
/** Hide the chatbox */ void NetworkUndrawChatMessage() { /* Sometimes we also need to hide the cursor * This is because both textmessage and the cursor take a shot of the * screen before drawing. * Now the textmessage takes his shot and paints his data before the cursor * does, so in the shot of the cursor is the screen-data of the textmessage * included when the cursor hangs somewhere over the textmessage. To * avoid wrong repaints, we undraw the cursor in that case, and everything * looks nicely ;) * (and now hope this story above makes sense to you ;)) */ if (_cursor.visible && _cursor.draw_pos.x + _cursor.draw_size.x >= _chatmsg_box.x && _cursor.draw_pos.x <= _chatmsg_box.x + _chatmsg_box.width && _cursor.draw_pos.y + _cursor.draw_size.y >= _screen.height - _chatmsg_box.y - _chatmsg_box.height && _cursor.draw_pos.y <= _screen.height - _chatmsg_box.y) { UndrawMouseCursor(); } if (_chatmessage_visible) { Blitter *blitter = BlitterFactory::GetCurrentBlitter(); int x = _chatmsg_box.x; int y = _screen.height - _chatmsg_box.y - _chatmsg_box.height; int width = _chatmsg_box.width; int height = _chatmsg_box.height; if (y < 0) { height = max(height + y, min(_chatmsg_box.height, _screen.height)); y = 0; } if (x + width >= _screen.width) { width = _screen.width - x; } if (width <= 0 || height <= 0) return; _chatmessage_visible = false; /* Put our 'shot' back to the screen */ blitter->CopyFromBuffer(blitter->MoveTo(_screen.dst_ptr, x, y), _chatmessage_backup, width, height); /* And make sure it is updated next time */ _video_driver->MakeDirty(x, y, width, height); _chatmessage_dirty = true; } }
/** * Make an actual screenshot. * @param t the type of screenshot to make. * @param name the name to give to the screenshot. * @return true iff the screenshow was made succesfully */ bool MakeScreenshot(ScreenshotType t, const char *name) { if (t == SC_VIEWPORT) { /* First draw the dirty parts of the screen and only then change the name * of the screenshot. This way the screenshot will always show the name * of the previous screenshot in the 'succesful' message instead of the * name of the new screenshot (or an empty name). */ UndrawMouseCursor(); DrawDirtyBlocks(); } _screenshot_name[0] = '\0'; if (name != NULL) strecpy(_screenshot_name, name, lastof(_screenshot_name)); bool ret; switch (t) { case SC_VIEWPORT: case SC_RAW: ret = MakeSmallScreenshot(); break; case SC_WORLD: ret = MakeWorldScreenshot(); break; default: NOT_REACHED(); } if (ret) { SetDParamStr(0, _screenshot_name); ShowErrorMessage(STR_MESSAGE_SCREENSHOT_SUCCESSFULLY, INVALID_STRING_ID, 0, 0); } else { ShowErrorMessage(STR_ERROR_SCREENSHOT_FAILED, INVALID_STRING_ID, 0, 0); } return ret; }
int VideoDriver_SDL::PollEvent() { SDL_Event ev; if (!SDL_CALL SDL_PollEvent(&ev)) return -2; switch (ev.type) { case SDL_MOUSEMOTION: if (_cursor.fix_at) { int dx = ev.motion.x - _cursor.pos.x; int dy = ev.motion.y - _cursor.pos.y; if (dx != 0 || dy != 0) { _cursor.delta.x = dx; _cursor.delta.y = dy; SDL_CALL SDL_WarpMouse(_cursor.pos.x, _cursor.pos.y); } } else { _cursor.delta.x = ev.motion.x - _cursor.pos.x; _cursor.delta.y = ev.motion.y - _cursor.pos.y; _cursor.pos.x = ev.motion.x; _cursor.pos.y = ev.motion.y; _cursor.dirty = true; } HandleMouseEvents(); break; case SDL_MOUSEBUTTONDOWN: if (_rightclick_emulate && SDL_CALL SDL_GetModState() & KMOD_CTRL) { ev.button.button = SDL_BUTTON_RIGHT; } switch (ev.button.button) { case SDL_BUTTON_LEFT: _left_button_down = true; break; case SDL_BUTTON_RIGHT: _right_button_down = true; _right_button_clicked = true; break; case SDL_BUTTON_WHEELUP: _cursor.wheel--; break; case SDL_BUTTON_WHEELDOWN: _cursor.wheel++; break; default: break; } HandleMouseEvents(); break; case SDL_MOUSEBUTTONUP: if (_rightclick_emulate) { _right_button_down = false; _left_button_down = false; _left_button_clicked = false; } else if (ev.button.button == SDL_BUTTON_LEFT) { _left_button_down = false; _left_button_clicked = false; } else if (ev.button.button == SDL_BUTTON_RIGHT) { _right_button_down = false; } HandleMouseEvents(); break; case SDL_ACTIVEEVENT: if (!(ev.active.state & SDL_APPMOUSEFOCUS)) break; if (ev.active.gain) { // mouse entered the window, enable cursor _cursor.in_window = true; } else { UndrawMouseCursor(); // mouse left the window, undraw cursor _cursor.in_window = false; } break; case SDL_QUIT: HandleExitGameRequest(); break; case SDL_KEYDOWN: // Toggle full-screen on ALT + ENTER/F if ((ev.key.keysym.mod & (KMOD_ALT | KMOD_META)) && (ev.key.keysym.sym == SDLK_RETURN || ev.key.keysym.sym == SDLK_f)) { ToggleFullScreen(!_fullscreen); } else { HandleKeypress(ConvertSdlKeyIntoMy(&ev.key.keysym)); } break; case SDL_VIDEORESIZE: { int w = max(ev.resize.w, 64); int h = max(ev.resize.h, 64); CreateMainSurface(w, h); break; } case SDL_VIDEOEXPOSE: { /* Force a redraw of the entire screen. Note * that SDL 1.2 seems to do this automatically * in most cases, but 1.3 / 2.0 does not. */ _num_dirty_rects = MAX_DIRTY_RECTS + 1; break; } } return -1; }