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authorJMcKiern <jmckiern@tcd.ie>2020-01-26 14:48:35 +0000
committerCharles Pigott <charlespigott@googlemail.com>2020-01-26 14:48:35 +0000
commit2158e26b9e602dd4e69c34b3f7e29d17da38e7ac (patch)
tree135cb993a8d47b6826c86f7061e5c417f45637a6 /src/screenshot.cpp
parentbf4672864dc7ffe9f54b447d220cf58af36396ae (diff)
downloadopenttd-2158e26b9e602dd4e69c34b3f7e29d17da38e7ac.tar.xz
Fix #7950: Incorrect setup of normal screenshot viewport
Diffstat (limited to 'src/screenshot.cpp')
-rw-r--r--src/screenshot.cpp90
1 files changed, 59 insertions, 31 deletions
diff --git a/src/screenshot.cpp b/src/screenshot.cpp
index 17efa9130..07a8121fe 100644
--- a/src/screenshot.cpp
+++ b/src/screenshot.cpp
@@ -712,38 +712,66 @@ static bool MakeSmallScreenshot(bool crashlog)
*/
void SetupScreenshotViewport(ScreenshotType t, ViewPort *vp)
{
- /* Determine world coordinates of screenshot */
- if (t == SC_WORLD) {
- vp->zoom = ZOOM_LVL_WORLD_SCREENSHOT;
-
- TileIndex north_tile = _settings_game.construction.freeform_edges ? TileXY(1, 1) : TileXY(0, 0);
- TileIndex south_tile = MapSize() - 1;
-
- /* We need to account for a hill or high building at tile 0,0. */
- int extra_height_top = TilePixelHeight(north_tile) + 150;
- /* If there is a hill at the bottom don't create a large black area. */
- int reclaim_height_bottom = TilePixelHeight(south_tile);
-
- vp->virtual_left = RemapCoords(TileX(south_tile) * TILE_SIZE, TileY(north_tile) * TILE_SIZE, 0).x;
- vp->virtual_top = RemapCoords(TileX(north_tile) * TILE_SIZE, TileY(north_tile) * TILE_SIZE, extra_height_top).y;
- vp->virtual_width = RemapCoords(TileX(north_tile) * TILE_SIZE, TileY(south_tile) * TILE_SIZE, 0).x - vp->virtual_left + 1;
- vp->virtual_height = RemapCoords(TileX(south_tile) * TILE_SIZE, TileY(south_tile) * TILE_SIZE, reclaim_height_bottom).y - vp->virtual_top + 1;
- } else {
- vp->zoom = (t == SC_ZOOMEDIN) ? _settings_client.gui.zoom_min : ZOOM_LVL_VIEWPORT;
-
- Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
- vp->virtual_left = w->viewport->virtual_left;
- vp->virtual_top = w->viewport->virtual_top;
- vp->virtual_width = w->viewport->virtual_width;
- vp->virtual_height = w->viewport->virtual_height;
+ switch(t) {
+ case SC_VIEWPORT:
+ case SC_CRASHLOG: {
+ Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
+ vp->virtual_left = w->viewport->virtual_left;
+ vp->virtual_top = w->viewport->virtual_top;
+ vp->virtual_width = w->viewport->virtual_width;
+ vp->virtual_height = w->viewport->virtual_height;
+
+ /* Compute pixel coordinates */
+ vp->left = 0;
+ vp->top = 0;
+ vp->width = _screen.width;
+ vp->height = _screen.height;
+ vp->overlay = w->viewport->overlay;
+ break;
+ }
+ case SC_WORLD: {
+ /* Determine world coordinates of screenshot */
+ vp->zoom = ZOOM_LVL_WORLD_SCREENSHOT;
+
+ TileIndex north_tile = _settings_game.construction.freeform_edges ? TileXY(1, 1) : TileXY(0, 0);
+ TileIndex south_tile = MapSize() - 1;
+
+ /* We need to account for a hill or high building at tile 0,0. */
+ int extra_height_top = TilePixelHeight(north_tile) + 150;
+ /* If there is a hill at the bottom don't create a large black area. */
+ int reclaim_height_bottom = TilePixelHeight(south_tile);
+
+ vp->virtual_left = RemapCoords(TileX(south_tile) * TILE_SIZE, TileY(north_tile) * TILE_SIZE, 0).x;
+ vp->virtual_top = RemapCoords(TileX(north_tile) * TILE_SIZE, TileY(north_tile) * TILE_SIZE, extra_height_top).y;
+ vp->virtual_width = RemapCoords(TileX(north_tile) * TILE_SIZE, TileY(south_tile) * TILE_SIZE, 0).x - vp->virtual_left + 1;
+ vp->virtual_height = RemapCoords(TileX(south_tile) * TILE_SIZE, TileY(south_tile) * TILE_SIZE, reclaim_height_bottom).y - vp->virtual_top + 1;
+
+ /* Compute pixel coordinates */
+ vp->left = 0;
+ vp->top = 0;
+ vp->width = UnScaleByZoom(vp->virtual_width, vp->zoom);
+ vp->height = UnScaleByZoom(vp->virtual_height, vp->zoom);
+ vp->overlay = nullptr;
+ break;
+ }
+ default: {
+ vp->zoom = (t == SC_ZOOMEDIN) ? _settings_client.gui.zoom_min : ZOOM_LVL_VIEWPORT;
+
+ Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
+ vp->virtual_left = w->viewport->virtual_left;
+ vp->virtual_top = w->viewport->virtual_top;
+ vp->virtual_width = w->viewport->virtual_width;
+ vp->virtual_height = w->viewport->virtual_height;
+
+ /* Compute pixel coordinates */
+ vp->left = 0;
+ vp->top = 0;
+ vp->width = UnScaleByZoom(vp->virtual_width, vp->zoom);
+ vp->height = UnScaleByZoom(vp->virtual_height, vp->zoom);
+ vp->overlay = nullptr;
+ break;
+ }
}
-
- /* Compute pixel coordinates */
- vp->left = 0;
- vp->top = 0;
- vp->width = UnScaleByZoom(vp->virtual_width, vp->zoom);
- vp->height = UnScaleByZoom(vp->virtual_height, vp->zoom);
- vp->overlay = nullptr;
}
/**