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shot:: default_screenshot_content now calls gamescreen, which correctly renders multi-game and some other things
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@ -4998,12 +4998,10 @@ EX void gamescreen(int _darken) {
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return;
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return;
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}
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}
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auto cdc = *current_display;
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auto gx = vid.xres;
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auto gx = vid.xres;
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auto gy = vid.yres;
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auto gy = vid.yres;
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if(dual::split([=] () {
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if(dual::split([=] () {
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*current_display = cdc;
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vid.xres = gx;
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vid.xres = gx;
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vid.yres = gy;
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vid.yres = gy;
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dual::in_subscreen([=] () { gamescreen(_darken); });
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dual::in_subscreen([=] () { gamescreen(_darken); });
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@ -5014,7 +5012,7 @@ EX void gamescreen(int _darken) {
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calcparam();
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calcparam();
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if((cmode & sm::MAYDARK) && !current_display->sidescreen) {
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if((cmode & sm::MAYDARK) && !current_display->sidescreen && !inHighQual) {
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_darken += 2;
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_darken += 2;
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}
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}
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@ -5039,7 +5037,7 @@ EX void gamescreen(int _darken) {
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buttonclicked = false;
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buttonclicked = false;
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if((cmode & sm::NORMAL) && vid.stereo_mode != sLR) {
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if((cmode & sm::NORMAL) && vid.stereo_mode != sLR && !inHighQual) {
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if(andmode == 0 && shmup::on) {
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if(andmode == 0 && shmup::on) {
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using namespace shmupballs;
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using namespace shmupballs;
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calc();
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calc();
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@ -651,16 +651,8 @@ void set_shotx() {
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EX int shot_aa = 1;
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EX int shot_aa = 1;
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EX void default_screenshot_content() {
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EX void default_screenshot_content() {
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#if CAP_RUG
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if(rug::rugged) {
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if(rug::in_crystal()) rug::physics();
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rug::drawRugScene();
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}
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else
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#endif
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drawfullmap();
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rots::draw_underlying(false);
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gamescreen(0);
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if(caption != "")
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if(caption != "")
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displayfr(vid.xres/2, vid.fsize+vid.fsize/4, 3, vid.fsize*2, caption, forecolor, 8);
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displayfr(vid.xres/2, vid.fsize+vid.fsize/4, 3, vid.fsize*2, caption, forecolor, 8);
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@ -1353,7 +1345,6 @@ EX bool record_animation() {
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}
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}
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if(playermoved) centerpc(INF), optimizeview();
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if(playermoved) centerpc(INF), optimizeview();
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dynamicval<bool> v2(inHighQual, true);
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dynamicval<bool> v2(inHighQual, true);
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apply();
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models::configure();
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models::configure();
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if(history::on) {
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if(history::on) {
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ld len = (isize(history::v)-1) + 2 * history::extra_line_steps;
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ld len = (isize(history::v)-1) + 2 * history::extra_line_steps;
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@ -1365,8 +1356,7 @@ EX bool record_animation() {
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char buf[1000];
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char buf[1000];
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snprintf(buf, 1000, animfile.c_str(), i);
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snprintf(buf, 1000, animfile.c_str(), i);
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shot::take(buf);
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shot::take(buf, content);
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rollback();
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}
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}
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lastticks = ticks = SDL_GetTicks();
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lastticks = ticks = SDL_GetTicks();
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return true;
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return true;
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