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shot:: default_screenshot_content now calls gamescreen, which correctly renders multi-game and some other things

This commit is contained in:
Zeno Rogue
2020-11-14 13:17:55 +01:00
parent 62b6b4ec3b
commit 8a5d4db2c3
2 changed files with 4 additions and 16 deletions

View File

@@ -651,16 +651,8 @@ void set_shotx() {
EX int shot_aa = 1;
EX void default_screenshot_content() {
#if CAP_RUG
if(rug::rugged) {
if(rug::in_crystal()) rug::physics();
rug::drawRugScene();
}
else
#endif
drawfullmap();
rots::draw_underlying(false);
gamescreen(0);
if(caption != "")
displayfr(vid.xres/2, vid.fsize+vid.fsize/4, 3, vid.fsize*2, caption, forecolor, 8);
@@ -1353,7 +1345,6 @@ EX bool record_animation() {
}
if(playermoved) centerpc(INF), optimizeview();
dynamicval<bool> v2(inHighQual, true);
apply();
models::configure();
if(history::on) {
ld len = (isize(history::v)-1) + 2 * history::extra_line_steps;
@@ -1365,8 +1356,7 @@ EX bool record_animation() {
char buf[1000];
snprintf(buf, 1000, animfile.c_str(), i);
shot::take(buf);
rollback();
shot::take(buf, content);
}
lastticks = ticks = SDL_GetTicks();
return true;