add JPEG screenshots

This commit is contained in:
Chris Danford
2004-02-12 06:49:13 +00:00
parent 824bec71fe
commit 871a1a9c63
11 changed files with 323 additions and 79 deletions
+41
View File
@@ -18,6 +18,8 @@
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "SDL_utils.h"
#include "SDL_image.h"
#include "RageFile.h"
//
// Statistics stuff
@@ -634,3 +636,42 @@ void RageDisplay::ChangeCentering( int trans_x, int trans_y, float scale_x, floa
RageMatrixScaling( &m2, scale_x, scale_y, 1 );
RageMatrixMultiply( &m_Centering, &m1, &m2 );
}
bool RageDisplay::SaveScreenshot( CString sPath, GraphicsFileFormat format )
{
SDL_Surface* surface = this->CreateScreenshot();
CString buf;
buf.reserve( 1024*1024 );
SDL_RWops *rw = OpenRWops( buf );
switch( format )
{
case bmp:
SDL_SaveBMP_RW( surface, rw, false );
break;
case jpg:
IMG_SaveJPG_RW( surface, rw );
break;
default:
ASSERT(0);
return false;
}
SDL_FreeRW( rw );
SDL_FreeSurface( surface );
surface = NULL;
RageFile out;
if( !out.Open( sPath, RageFile::WRITE ) )
{
LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
return false;
}
out.Write( buf );
return true;
}
+4 -1
View File
@@ -210,7 +210,8 @@ public:
void DrawCircle( const RageSpriteVertex &v, float radius );
virtual void SaveScreenshot( CString sPath ) = 0;
enum GraphicsFileFormat{ bmp, jpg };
bool SaveScreenshot( CString sPath, GraphicsFileFormat format );
virtual CString GetTextureDiagnostics( unsigned id ) const { return ""; }
@@ -219,11 +220,13 @@ protected:
// bNewDeviceOut is set true if a new device was created and textures
// need to be reloaded.
virtual CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut ) = 0;
virtual SDL_Surface* CreateScreenshot() = 0; // allocates a surface. Caller must SDL_FreeSurface it.
virtual void SetViewport(int shift_left, int shift_down) = 0;
void DrawPolyLine(const RageSpriteVertex &p1, const RageSpriteVertex &p2, float LineWidth );
// Stuff in RageDisplay.cpp
void SetDefaultRenderStates();
+5 -21
View File
@@ -670,7 +670,7 @@ bool RageDisplay_D3D::SupportsTextureFormat( PixelFormat pixfmt, bool realtime )
return SUCCEEDED( hr );
}
void RageDisplay_D3D::SaveScreenshot( CString sPath )
SDL_Surface* RageDisplay_D3D::CreateScreenshot()
{
#ifndef _XBOX
/* Get the back buffer. */
@@ -703,29 +703,13 @@ void RageDisplay_D3D::SaveScreenshot( CString sPath )
pCopy->LockRect( &lr, &rect, D3DLOCK_READONLY );
}
SDL_Surface *Texture = CreateSurfaceFromPixfmt( FMT_RGBA8, lr.pBits, desc.Width, desc.Height, lr.Pitch);
ASSERT( Texture );
CString buf;
buf.reserve( 1024*1024 );
SDL_RWops *rw = OpenRWops( buf );
SDL_SaveBMP_RW( Texture, rw, false );
SDL_FreeRW( rw );
SDL_FreeSurface( Texture );
RageFile out;
if( !out.Open( sPath, RageFile::WRITE ) )
{
LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
return;
}
out.Write( buf );
SDL_Surface *surface = CreateSurfaceFromPixfmt( FMT_RGBA8, lr.pBits, desc.Width, desc.Height, lr.Pitch);
ASSERT( surface );
pCopy->UnlockRect();
pCopy->Release();
return surface;
#endif
}
+1 -1
View File
@@ -82,9 +82,9 @@ public:
void DrawIndexedTriangles( const RageModelVertex v[], int iNumVerts, const Uint16* pIndices, int iNumIndices );
// void DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth );
void SaveScreenshot( CString sPath );
protected:
CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut );
SDL_Surface* CreateScreenshot();
void SetViewport(int shift_left, int shift_down);
RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf );
};
+2 -20
View File
@@ -742,10 +742,8 @@ bool RageDisplay_OGL::Supports4BitPalettes()
return g_b4BitPalettesWork;
}
void RageDisplay_OGL::SaveScreenshot( CString sPath )
SDL_Surface* RageDisplay_OGL::CreateScreenshot()
{
ASSERT( sPath.Right(3).CompareNoCase("bmp") == 0 ); // we can only save bitmaps
int width = wind->GetVideoModeParams().width;
int height = wind->GetVideoModeParams().height;
@@ -770,23 +768,7 @@ void RageDisplay_OGL::SaveScreenshot( CString sPath )
3*width );
SDL_FreeSurface( image );
CString buf;
buf.reserve( 1024*1024 );
SDL_RWops *rw = OpenRWops( buf );
SDL_SaveBMP_RW( temp, rw, false );
SDL_FreeRW( rw );
SDL_FreeSurface( temp );
RageFile out;
if( !out.Open( sPath, RageFile::WRITE ) )
{
LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
return;
}
out.Write( buf );
return temp;
}
RageDisplay::VideoModeParams RageDisplay_OGL::GetVideoModeParams() const { return wind->GetVideoModeParams(); }
+1 -1
View File
@@ -70,9 +70,9 @@ public:
CString GetTextureDiagnostics( unsigned id ) const;
void SaveScreenshot( CString sPath );
protected:
CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut );
SDL_Surface* CreateScreenshot();
void SetViewport(int shift_left, int shift_down);
RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf );
PixelFormat GetImgPixelFormat( SDL_Surface* &img, bool &FreeImg, int width, int height );
+203
View File
@@ -0,0 +1,203 @@
#include <stdio.h>
#include <string.h>
#include <setjmp.h>
#include "SDL.h"
#include "libjpeg/jpeglib.h"
/* Pull in JPEG library here. */
#ifdef _XBOX
// FIXME
#elif defined _WINDOWS
#endif
#pragma comment(lib, "libjpeg/jpeg.lib")
#define OUTPUT_BUFFER_SIZE 4096
typedef struct {
struct jpeg_destination_mgr pub;
SDL_RWops *ctx;
Uint8 buffer[OUTPUT_BUFFER_SIZE];
} my_destination_mgr;
/*
* Initialize source --- called by jpeg_read_header
* before any data is actually read.
*/
static void init_destination (j_compress_ptr cinfo)
{
/* We don't actually need to do anything */
return;
}
/*
* Empty the output buffer --- called whenever buffer is full.
*/
static unsigned char empty_output_buffer (j_compress_ptr cinfo)
{
my_destination_mgr * dest = (my_destination_mgr *) cinfo->dest;
int nbytes;
nbytes = SDL_RWwrite(dest->ctx, dest->buffer, 1, OUTPUT_BUFFER_SIZE);
dest->pub.next_output_byte = dest->buffer;
dest->pub.free_in_buffer = OUTPUT_BUFFER_SIZE;
return TRUE;
}
/*
* Terminate source --- called by jpeg_finish_decompress
* after all data has been read.
*/
static void term_destination (j_compress_ptr cinfo)
{
/* Write data remaining in the buffer */
my_destination_mgr * dest = (my_destination_mgr *) cinfo->dest;
int nbytes;
nbytes = SDL_RWwrite(dest->ctx, dest->buffer, 1, OUTPUT_BUFFER_SIZE - dest->pub.free_in_buffer);
dest->pub.next_output_byte = dest->buffer;
dest->pub.free_in_buffer = OUTPUT_BUFFER_SIZE;
return;
}
/*
* Prepare for output to a stdio stream.
* The caller must have already opened the stream, and is responsible
* for closing it after finishing decompression.
*/
static void jpeg_SDL_RW_dest(j_compress_ptr cinfo, SDL_RWops *ctx)
{
my_destination_mgr *dest;
/* The source object and input buffer are made permanent so that a series
* of JPEG images can be read from the same file by calling jpeg_stdio_src
* only before the first one. (If we discarded the buffer at the end of
* one image, we'd likely lose the start of the next one.)
* This makes it unsafe to use this manager and a different source
* manager serially with the same JPEG object. Caveat programmer.
*/
if (cinfo->dest == NULL) { /* first time for this JPEG object? */
cinfo->dest = (struct jpeg_destination_mgr *)
(*cinfo->mem->alloc_small) ((j_common_ptr) cinfo, JPOOL_PERMANENT,
sizeof(my_destination_mgr));
dest = (my_destination_mgr *) cinfo->dest;
}
dest = (my_destination_mgr *) cinfo->dest;
dest->pub.init_destination = init_destination;
dest->pub.empty_output_buffer = empty_output_buffer;
dest->pub.term_destination = term_destination;
dest->ctx = ctx;
dest->pub.free_in_buffer = OUTPUT_BUFFER_SIZE; /* forces fill_input_buffer on first read */
dest->pub.next_output_byte = dest->buffer; /* until buffer loaded */
}
/* Save a JPEG to a file. cjpeg.c and example.c from jpeglib were helpful in writing this. */
void IMG_SaveJPG_RW(SDL_Surface *surface, SDL_RWops *dest)
{
#define filename file
/* This struct contains the JPEG compression parameters and pointers to
* working space (which is allocated as needed by the JPEG library).
* It is possible to have several such structures, representing multiple
* compression/decompression processes, in existence at once. We refer
* to any one struct (and its associated working data) as a "JPEG object".
*/
struct jpeg_compress_struct cinfo;
/* This struct represents a JPEG error handler. It is declared separately
* because applications often want to supply a specialized error handler
* (see the second half of this file for an example). But here we just
* take the easy way out and use the standard error handler, which will
* print a message on stderr and call exit() if compression fails.
* Note that this struct must live as long as the main JPEG parameter
* struct, to avoid dangling-pointer problems.
*/
struct jpeg_error_mgr jerr;
/* More stuff */
JSAMPROW row_pointer[1]; /* pointer to JSAMPLE row[s] */
int row_stride; /* physical row width in image buffer */
/* Step 1: allocate and initialize JPEG compression object */
/* We have to set up the error handler first, in case the initialization
* step fails. (Unlikely, but it could happen if you are out of memory.)
* This routine fills in the contents of struct jerr, and returns jerr's
* address which we place into the link field in cinfo.
*/
cinfo.err = jpeg_std_error(&jerr);
/* Now we can initialize the JPEG compression object. */
jpeg_create_compress(&cinfo);
/* Step 2: specify data destination (eg, a file) */
/* Note: steps 2 and 3 can be done in either order. */
/* Here we use the library-supplied code to send compressed data to a
* stdio stream. You can also write your own code to do something else.
* VERY IMPORTANT: use "b" option to fopen() if you are on a machine that
* requires it in order to write binary files.
*/
jpeg_SDL_RW_dest(&cinfo, dest);
/* Step 3: set parameters for compression */
/* First we supply a description of the input image.
* Four fields of the cinfo struct must be filled in:
*/
cinfo.image_width = surface->w; /* image width and height, in pixels */
cinfo.image_height = surface->h;
cinfo.input_components = 3; /* # of color components per pixel */
cinfo.in_color_space = JCS_RGB; /* colorspace of input image */
/* Now use the library's routine to set default compression parameters.
* (You must set at least cinfo.in_color_space before calling this,
* since the defaults depend on the source color space.)
*/
jpeg_set_defaults(&cinfo);
/* Step 4: Start compressor */
/* TRUE ensures that we will write a complete interchange-JPEG file.
* Pass TRUE unless you are very sure of what you're doing.
*/
jpeg_start_compress(&cinfo, TRUE);
/* Step 5: while (scan lines remain to be written) */
/* jpeg_write_scanlines(...); */
/* Here we use the library's state variable cinfo.next_scanline as the
* loop counter, so that we don't have to keep track ourselves.
* To keep things simple, we pass one scanline per call; you can pass
* more if you wish, though.
*/
row_stride = surface->pitch; /* JSAMPLEs per row in image_buffer */
while (cinfo.next_scanline < cinfo.image_height) {
/* jpeg_write_scanlines expects an array of pointers to scanlines.
* Here the array is only one element long, but you could pass
* more than one scanline at a time if that's more convenient.
*/
row_pointer[0] = & ((JSAMPLE*)surface->pixels)[cinfo.next_scanline * row_stride];
(void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
}
/* Step 6: Finish compression */
jpeg_finish_compress(&cinfo);
/* After finish_compress, we can close the output file. */
/* Step 7: release JPEG compression object */
/* This is an important step since it will release a good deal of memory. */
jpeg_destroy_compress(&cinfo);
/* And we're done! */
}
+2
View File
@@ -0,0 +1,2 @@
void IMG_SaveJPG_RW(SDL_Surface *surface, SDL_RWops *dest);
+10 -4
View File
@@ -1176,6 +1176,9 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RMETA)) ||
INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LMETA)))))
{
// If holding LShift save a BMP, else save a JPG
bool bSaveBmp = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT) );
// Save Screenshot.
CString sPath;
@@ -1184,13 +1187,16 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
/* XXX slow? */
for( int i=0; i<10000; i++ )
{
sPath = ssprintf("Screenshots/screen%04d.bmp",i);
sPath = ssprintf("Screenshots/screen%04d.%s",i,bSaveBmp?"bmp":"jpg");
if( !DoesFileExist(sPath) )
break;
}
DISPLAY->SaveScreenshot( sPath );
SOUND->PlayOnce( THEME->GetPathToS("Common screenshot") );
return true;
bool bResult = DISPLAY->SaveScreenshot( sPath, bSaveBmp ? RageDisplay::bmp : RageDisplay::jpg );
if( bResult )
SOUND->PlayOnce( THEME->GetPathToS("Common screenshot") );
else
SOUND->PlayOnce( THEME->GetPathToS("Common invalid") );
return true; // handled
}
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_RETURN))
+48 -31
View File
@@ -1,5 +1,5 @@
# Microsoft Developer Studio Project File - Name="StepMania" - Package Owner=<4>
# Microsoft Developer Studio Generated Build File, Format Version 6.00
# Microsoft Developer Studio Generated Build File, Format Version 60000
# ** DO NOT EDIT **
# TARGTYPE "Win32 (x86) Application" 0x0101
@@ -65,7 +65,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -82,29 +82,28 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
# PROP Intermediate_Dir "../Debug_Xbox"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_XBOX" /D "_DEBUG" /YX /FD /G6 /Ztmp /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "_DEBUG" /D "_XBOX" /D "OGG_ONLY" /D "DEBUG" /FR /YX"global.h" /FD /G6 /Ztmp /c
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /incremental:no /debug /machine:I386 /subsystem:xbox /fixed:no /TMP
# ADD LINK32 $(intdir)\verstub.obj xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /map /debug /machine:I386 /nodefaultlib:"libcd" /nodefaultlib:"libcmt" /out:"../StepManiaXbox-debug.exe" /subsystem:xbox /fixed:no /TMP
# SUBTRACT LINK32 /incremental:no
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /Zi /Od /D "WIN32" /D "_XBOX" /D "_DEBUG" /YX /FD /G6 /Ztmp /c
# ADD CPP /nologo /W3 /Gm /GX /Zi /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "_DEBUG" /D "_XBOX" /D "OGG_ONLY" /D "DEBUG" /FR /YX"global.h" /FD /G6 /Ztmp /c
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /stack:0x10000 /debug /out:"../default.xbe"
XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
# Begin Special Build Tool
IntDir=.\../Debug_Xbox
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c \
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
@@ -143,7 +142,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -161,30 +160,29 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
# PROP Intermediate_Dir "../Release_Xbox"
# PROP Ignore_Export_Lib 0
# PROP Target_Dir ""
XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "NDEBUG" /D "_XBOX" /FR /YX /FD /c
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
LINK32=link.exe
# ADD BASE LINK32 $(intdir)\verstub.obj xapilibd.lib d3d8d.lib d3dx8d.lib xgraphicsd.lib dsoundd.lib dmusicd.lib xnetd.lib xboxkrnl.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
# ADD LINK32 $(intdir)\verstub.obj xapilib.lib d3d8.lib d3dx8.lib xgraphics.lib dsound.lib dmusic.lib xnet.lib xboxkrnl.lib libcmt.lib /nologo /incremental:no /map /machine:I386 /nodefaultlib:"libc" /nodefaultlib:"libcmtd" /out:"../StepManiaXbox.exe" /subsystem:xbox /fixed:no /TMP /OPT:REF
# SUBTRACT LINK32 /pdb:none /debug
BSC32=bscmake.exe
# ADD BASE BSC32 /nologo
# ADD BSC32 /nologo
CPP=cl.exe
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
# ADD CPP /nologo /MT /W3 /GX /O2 /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /I "SDL_sound-1.0.0" /I "vorbis" /D "WIN32" /D "NDEBUG" /D "_XBOX" /FR /YX /FD /c
XBE=imagebld.exe
# ADD BASE XBE /nologo /stack:0x10000 /debug
# ADD XBE /nologo /testid:"123456" /stack:0x10000 /debug /out:"../default.xbe"
XBCP=xbecopy.exe
# ADD BASE XBCP /NOLOGO
# ADD XBCP /NOLOGO
# Begin Special Build Tool
IntDir=.\../Release_Xbox
TargetDir=\stepmania\stepmania
TargetName=default
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c \
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
!ENDIF
@@ -313,6 +311,25 @@ SOURCE=.\SDL_rotozoom.h
# End Source File
# Begin Source File
SOURCE=.\SDL_SaveJPEG.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
!ELSEIF "$(CFG)" == "StepMania - Xbox Release"
!ENDIF
# End Source File
# Begin Source File
SOURCE=.\SDL_SaveJPEG.h
# End Source File
# Begin Source File
SOURCE=.\SDL_utils.cpp
!IF "$(CFG)" == "StepMania - Win32 Debug"
+6
View File
@@ -1821,6 +1821,12 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<Filter
Name="Helpers"
Filter="">
<File
RelativePath="SDL_SaveJPEG.cpp">
</File>
<File
RelativePath="SDL_SaveJPEG.h">
</File>
<File
RelativePath="SDL_dither.cpp">
</File>