add JPEG screenshots
This commit is contained in:
@@ -18,6 +18,8 @@
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "SDL_utils.h"
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#include "SDL_image.h"
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#include "RageFile.h"
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//
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// Statistics stuff
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@@ -634,3 +636,42 @@ void RageDisplay::ChangeCentering( int trans_x, int trans_y, float scale_x, floa
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RageMatrixScaling( &m2, scale_x, scale_y, 1 );
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RageMatrixMultiply( &m_Centering, &m1, &m2 );
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}
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bool RageDisplay::SaveScreenshot( CString sPath, GraphicsFileFormat format )
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{
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SDL_Surface* surface = this->CreateScreenshot();
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CString buf;
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buf.reserve( 1024*1024 );
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SDL_RWops *rw = OpenRWops( buf );
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switch( format )
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{
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case bmp:
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SDL_SaveBMP_RW( surface, rw, false );
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break;
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case jpg:
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IMG_SaveJPG_RW( surface, rw );
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break;
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default:
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ASSERT(0);
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return false;
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}
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SDL_FreeRW( rw );
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SDL_FreeSurface( surface );
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surface = NULL;
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RageFile out;
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if( !out.Open( sPath, RageFile::WRITE ) )
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{
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LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
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return false;
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}
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out.Write( buf );
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return true;
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}
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@@ -210,7 +210,8 @@ public:
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void DrawCircle( const RageSpriteVertex &v, float radius );
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virtual void SaveScreenshot( CString sPath ) = 0;
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enum GraphicsFileFormat{ bmp, jpg };
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bool SaveScreenshot( CString sPath, GraphicsFileFormat format );
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virtual CString GetTextureDiagnostics( unsigned id ) const { return ""; }
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@@ -219,11 +220,13 @@ protected:
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// bNewDeviceOut is set true if a new device was created and textures
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// need to be reloaded.
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virtual CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut ) = 0;
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virtual SDL_Surface* CreateScreenshot() = 0; // allocates a surface. Caller must SDL_FreeSurface it.
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virtual void SetViewport(int shift_left, int shift_down) = 0;
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void DrawPolyLine(const RageSpriteVertex &p1, const RageSpriteVertex &p2, float LineWidth );
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// Stuff in RageDisplay.cpp
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void SetDefaultRenderStates();
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@@ -670,7 +670,7 @@ bool RageDisplay_D3D::SupportsTextureFormat( PixelFormat pixfmt, bool realtime )
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return SUCCEEDED( hr );
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}
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void RageDisplay_D3D::SaveScreenshot( CString sPath )
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SDL_Surface* RageDisplay_D3D::CreateScreenshot()
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{
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#ifndef _XBOX
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/* Get the back buffer. */
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@@ -703,29 +703,13 @@ void RageDisplay_D3D::SaveScreenshot( CString sPath )
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pCopy->LockRect( &lr, &rect, D3DLOCK_READONLY );
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}
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SDL_Surface *Texture = CreateSurfaceFromPixfmt( FMT_RGBA8, lr.pBits, desc.Width, desc.Height, lr.Pitch);
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ASSERT( Texture );
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CString buf;
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buf.reserve( 1024*1024 );
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SDL_RWops *rw = OpenRWops( buf );
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SDL_SaveBMP_RW( Texture, rw, false );
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SDL_FreeRW( rw );
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SDL_FreeSurface( Texture );
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RageFile out;
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if( !out.Open( sPath, RageFile::WRITE ) )
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{
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LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
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return;
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}
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out.Write( buf );
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SDL_Surface *surface = CreateSurfaceFromPixfmt( FMT_RGBA8, lr.pBits, desc.Width, desc.Height, lr.Pitch);
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ASSERT( surface );
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pCopy->UnlockRect();
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pCopy->Release();
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return surface;
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#endif
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}
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@@ -82,9 +82,9 @@ public:
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void DrawIndexedTriangles( const RageModelVertex v[], int iNumVerts, const Uint16* pIndices, int iNumIndices );
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// void DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth );
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void SaveScreenshot( CString sPath );
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protected:
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CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut );
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SDL_Surface* CreateScreenshot();
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void SetViewport(int shift_left, int shift_down);
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RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf );
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};
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@@ -742,10 +742,8 @@ bool RageDisplay_OGL::Supports4BitPalettes()
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return g_b4BitPalettesWork;
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}
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void RageDisplay_OGL::SaveScreenshot( CString sPath )
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SDL_Surface* RageDisplay_OGL::CreateScreenshot()
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{
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ASSERT( sPath.Right(3).CompareNoCase("bmp") == 0 ); // we can only save bitmaps
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int width = wind->GetVideoModeParams().width;
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int height = wind->GetVideoModeParams().height;
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@@ -770,23 +768,7 @@ void RageDisplay_OGL::SaveScreenshot( CString sPath )
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3*width );
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SDL_FreeSurface( image );
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CString buf;
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buf.reserve( 1024*1024 );
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SDL_RWops *rw = OpenRWops( buf );
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SDL_SaveBMP_RW( temp, rw, false );
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SDL_FreeRW( rw );
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SDL_FreeSurface( temp );
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RageFile out;
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if( !out.Open( sPath, RageFile::WRITE ) )
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{
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LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
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return;
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}
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out.Write( buf );
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return temp;
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}
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RageDisplay::VideoModeParams RageDisplay_OGL::GetVideoModeParams() const { return wind->GetVideoModeParams(); }
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@@ -70,9 +70,9 @@ public:
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CString GetTextureDiagnostics( unsigned id ) const;
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void SaveScreenshot( CString sPath );
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protected:
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CString TryVideoMode( VideoModeParams params, bool &bNewDeviceOut );
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SDL_Surface* CreateScreenshot();
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void SetViewport(int shift_left, int shift_down);
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RageMatrix GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf );
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PixelFormat GetImgPixelFormat( SDL_Surface* &img, bool &FreeImg, int width, int height );
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@@ -0,0 +1,203 @@
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#include <stdio.h>
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#include <string.h>
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#include <setjmp.h>
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#include "SDL.h"
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#include "libjpeg/jpeglib.h"
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/* Pull in JPEG library here. */
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#ifdef _XBOX
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// FIXME
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#elif defined _WINDOWS
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#endif
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#pragma comment(lib, "libjpeg/jpeg.lib")
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#define OUTPUT_BUFFER_SIZE 4096
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typedef struct {
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struct jpeg_destination_mgr pub;
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SDL_RWops *ctx;
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Uint8 buffer[OUTPUT_BUFFER_SIZE];
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} my_destination_mgr;
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/*
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* Initialize source --- called by jpeg_read_header
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* before any data is actually read.
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*/
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static void init_destination (j_compress_ptr cinfo)
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{
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/* We don't actually need to do anything */
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return;
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}
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/*
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* Empty the output buffer --- called whenever buffer is full.
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*/
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static unsigned char empty_output_buffer (j_compress_ptr cinfo)
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{
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my_destination_mgr * dest = (my_destination_mgr *) cinfo->dest;
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int nbytes;
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nbytes = SDL_RWwrite(dest->ctx, dest->buffer, 1, OUTPUT_BUFFER_SIZE);
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dest->pub.next_output_byte = dest->buffer;
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dest->pub.free_in_buffer = OUTPUT_BUFFER_SIZE;
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return TRUE;
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}
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/*
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* Terminate source --- called by jpeg_finish_decompress
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* after all data has been read.
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*/
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static void term_destination (j_compress_ptr cinfo)
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{
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/* Write data remaining in the buffer */
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my_destination_mgr * dest = (my_destination_mgr *) cinfo->dest;
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int nbytes;
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nbytes = SDL_RWwrite(dest->ctx, dest->buffer, 1, OUTPUT_BUFFER_SIZE - dest->pub.free_in_buffer);
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dest->pub.next_output_byte = dest->buffer;
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dest->pub.free_in_buffer = OUTPUT_BUFFER_SIZE;
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return;
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}
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/*
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* Prepare for output to a stdio stream.
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* The caller must have already opened the stream, and is responsible
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* for closing it after finishing decompression.
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*/
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static void jpeg_SDL_RW_dest(j_compress_ptr cinfo, SDL_RWops *ctx)
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{
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my_destination_mgr *dest;
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/* The source object and input buffer are made permanent so that a series
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* of JPEG images can be read from the same file by calling jpeg_stdio_src
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* only before the first one. (If we discarded the buffer at the end of
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* one image, we'd likely lose the start of the next one.)
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* This makes it unsafe to use this manager and a different source
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* manager serially with the same JPEG object. Caveat programmer.
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*/
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if (cinfo->dest == NULL) { /* first time for this JPEG object? */
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cinfo->dest = (struct jpeg_destination_mgr *)
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(*cinfo->mem->alloc_small) ((j_common_ptr) cinfo, JPOOL_PERMANENT,
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sizeof(my_destination_mgr));
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dest = (my_destination_mgr *) cinfo->dest;
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}
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dest = (my_destination_mgr *) cinfo->dest;
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dest->pub.init_destination = init_destination;
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dest->pub.empty_output_buffer = empty_output_buffer;
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dest->pub.term_destination = term_destination;
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dest->ctx = ctx;
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dest->pub.free_in_buffer = OUTPUT_BUFFER_SIZE; /* forces fill_input_buffer on first read */
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dest->pub.next_output_byte = dest->buffer; /* until buffer loaded */
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}
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/* Save a JPEG to a file. cjpeg.c and example.c from jpeglib were helpful in writing this. */
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void IMG_SaveJPG_RW(SDL_Surface *surface, SDL_RWops *dest)
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{
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#define filename file
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/* This struct contains the JPEG compression parameters and pointers to
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* working space (which is allocated as needed by the JPEG library).
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* It is possible to have several such structures, representing multiple
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* compression/decompression processes, in existence at once. We refer
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* to any one struct (and its associated working data) as a "JPEG object".
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*/
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struct jpeg_compress_struct cinfo;
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/* This struct represents a JPEG error handler. It is declared separately
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* because applications often want to supply a specialized error handler
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* (see the second half of this file for an example). But here we just
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* take the easy way out and use the standard error handler, which will
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* print a message on stderr and call exit() if compression fails.
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* Note that this struct must live as long as the main JPEG parameter
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* struct, to avoid dangling-pointer problems.
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*/
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struct jpeg_error_mgr jerr;
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/* More stuff */
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JSAMPROW row_pointer[1]; /* pointer to JSAMPLE row[s] */
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int row_stride; /* physical row width in image buffer */
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/* Step 1: allocate and initialize JPEG compression object */
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/* We have to set up the error handler first, in case the initialization
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* step fails. (Unlikely, but it could happen if you are out of memory.)
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* This routine fills in the contents of struct jerr, and returns jerr's
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* address which we place into the link field in cinfo.
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*/
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cinfo.err = jpeg_std_error(&jerr);
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/* Now we can initialize the JPEG compression object. */
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jpeg_create_compress(&cinfo);
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/* Step 2: specify data destination (eg, a file) */
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/* Note: steps 2 and 3 can be done in either order. */
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/* Here we use the library-supplied code to send compressed data to a
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* stdio stream. You can also write your own code to do something else.
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* VERY IMPORTANT: use "b" option to fopen() if you are on a machine that
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* requires it in order to write binary files.
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*/
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jpeg_SDL_RW_dest(&cinfo, dest);
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/* Step 3: set parameters for compression */
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/* First we supply a description of the input image.
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* Four fields of the cinfo struct must be filled in:
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*/
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cinfo.image_width = surface->w; /* image width and height, in pixels */
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cinfo.image_height = surface->h;
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cinfo.input_components = 3; /* # of color components per pixel */
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cinfo.in_color_space = JCS_RGB; /* colorspace of input image */
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/* Now use the library's routine to set default compression parameters.
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* (You must set at least cinfo.in_color_space before calling this,
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* since the defaults depend on the source color space.)
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*/
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jpeg_set_defaults(&cinfo);
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/* Step 4: Start compressor */
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/* TRUE ensures that we will write a complete interchange-JPEG file.
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* Pass TRUE unless you are very sure of what you're doing.
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*/
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jpeg_start_compress(&cinfo, TRUE);
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/* Step 5: while (scan lines remain to be written) */
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/* jpeg_write_scanlines(...); */
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/* Here we use the library's state variable cinfo.next_scanline as the
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* loop counter, so that we don't have to keep track ourselves.
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* To keep things simple, we pass one scanline per call; you can pass
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* more if you wish, though.
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*/
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row_stride = surface->pitch; /* JSAMPLEs per row in image_buffer */
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while (cinfo.next_scanline < cinfo.image_height) {
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/* jpeg_write_scanlines expects an array of pointers to scanlines.
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* Here the array is only one element long, but you could pass
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* more than one scanline at a time if that's more convenient.
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*/
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row_pointer[0] = & ((JSAMPLE*)surface->pixels)[cinfo.next_scanline * row_stride];
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(void) jpeg_write_scanlines(&cinfo, row_pointer, 1);
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}
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/* Step 6: Finish compression */
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jpeg_finish_compress(&cinfo);
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/* After finish_compress, we can close the output file. */
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/* Step 7: release JPEG compression object */
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/* This is an important step since it will release a good deal of memory. */
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jpeg_destroy_compress(&cinfo);
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/* And we're done! */
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}
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@@ -0,0 +1,2 @@
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void IMG_SaveJPG_RW(SDL_Surface *surface, SDL_RWops *dest);
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@@ -1176,6 +1176,9 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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(INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_RMETA)) ||
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INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LMETA)))))
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{
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// If holding LShift save a BMP, else save a JPG
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bool bSaveBmp = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, SDLK_LSHIFT) );
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// Save Screenshot.
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CString sPath;
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@@ -1184,13 +1187,16 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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/* XXX slow? */
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for( int i=0; i<10000; i++ )
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{
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sPath = ssprintf("Screenshots/screen%04d.bmp",i);
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sPath = ssprintf("Screenshots/screen%04d.%s",i,bSaveBmp?"bmp":"jpg");
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if( !DoesFileExist(sPath) )
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break;
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}
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DISPLAY->SaveScreenshot( sPath );
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SOUND->PlayOnce( THEME->GetPathToS("Common screenshot") );
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return true;
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bool bResult = DISPLAY->SaveScreenshot( sPath, bSaveBmp ? RageDisplay::bmp : RageDisplay::jpg );
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if( bResult )
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SOUND->PlayOnce( THEME->GetPathToS("Common screenshot") );
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else
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SOUND->PlayOnce( THEME->GetPathToS("Common invalid") );
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return true; // handled
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}
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, SDLK_RETURN))
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+48
-31
@@ -1,5 +1,5 @@
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||||
# 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
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@@ -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"
|
||||
|
||||
@@ -1821,6 +1821,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
||||
<Filter
|
||||
Name="Helpers"
|
||||
Filter="">
|
||||
<File
|
||||
RelativePath="SDL_SaveJPEG.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="SDL_SaveJPEG.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="SDL_dither.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user