Fixed the problem of infinite screenshots being taken with the Win32 GUI.
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@@ -315,7 +315,7 @@ sdl_blit(int x, int y, int w, int h)
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video_copy(pixeldata, &(buffer32->line[y][x]), h * (2048) * sizeof(uint32_t));
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if (screenshots)
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if (monitors[m_monitor_index].mon_screenshots)
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video_screenshot((uint32_t *) pixeldata, 0, 0, (2048));
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SDL_UnlockTexture(sdl_tex);
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@@ -1271,7 +1271,7 @@ void
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take_screenshot(void)
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{
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startblit();
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screenshots++;
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monitors[0].mon_screenshots++;
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endblit();
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device_force_redraw();
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}
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@@ -885,7 +885,7 @@ static void opengl_blit(int x, int y, int w, int h, int monitor_index)
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for (row = 0; row < h; ++row)
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video_copy(&(((uint8_t *) blit_info[write_pos].buffer)[row * ROW_LENGTH * sizeof(uint32_t)]), &(buffer32->line[y + row][x]), w * sizeof(uint32_t));
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if (screenshots)
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if (monitors[0].mon_screenshots)
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video_screenshot(blit_info[write_pos].buffer, 0, 0, ROW_LENGTH);
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video_blit_complete();
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@@ -247,7 +247,7 @@ sdl_blit(int x, int y, int w, int h, int monitor_index)
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r_src.h = h;
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SDL_UpdateTexture(sdl_tex, &r_src, &(buffer32->line[y][x]), 2048 * sizeof(uint32_t));
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if (screenshots)
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if (monitors[0].mon_screenshots)
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video_screenshot((uint32_t *) buffer32->dat, x, y, 2048);
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video_blit_complete();
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@@ -288,7 +288,7 @@ sdl_blit_ex(int x, int y, int w, int h, int monitor_index)
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for (row = 0; row < h; ++row)
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video_copy(&(((uint8_t *) pixeldata)[row * 2048 * sizeof(uint32_t)]), &(buffer32->line[y + row][x]), w * sizeof(uint32_t));
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if (screenshots)
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if (monitors[0].mon_screenshots)
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video_screenshot((uint32_t *) pixeldata, 0, 0, 2048);
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SDL_UnlockTexture(sdl_tex);
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