Comments (5)
store a full screenshot
what do you mean? we want a screenshot of the gamewin
, correct?
if we need to, its trivial to add either a Region
param, or an override for WindowManager::GetScreenshot
to get a portion of screen.
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I was referring to your commit msg, which said you'd prefer saving the original screenshot, not roughly the size we need.
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I see. Video::SpriteScaleDown
is still there for that since apparently we do care :) we just need to wire everything back up.
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It's now back, but I wasn't able to get the other windows to hide, so the preview is wrong. But at least testing is much easier now.
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I think anything else wrong here is separate from the original issue.
the screenshots should look as they did before now.
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Related Issues (20)
- inventory: unusuable items blink the whole overlay HOT 5
- Crash on moving the cursor badly while loading HOT 5
- Crash after BG2 switch screen HOT 3
- More Efficient Text Rendering HOT 1
- SDL2: items drawn over fog HOT 5
- Map Fog drawing tanks performance HOT 5
- Convert `Point` from short -> int HOT 1
- msgwin causes optwin and/or portraitwin drawing issue HOT 8
- can't use enter to move through dialog HOT 14
- soa intro shows broken fades HOT 5
- looting the painting container reliably crashes HOT 1
- odd hotkey crash HOT 6
- rightclicking on msgwin TA shows textedit cursor HOT 3
- f1-f12 hotkeys not working for actionbar actions
- tooltip text: eating up newlines / bad width calc HOT 3
- SDL1: movement target reticles drawn incorectly
- no easy way to reset the action bar HOT 2
- trying to worldmap travel triggers an assert HOT 1
- Assertion `key.character == 0' failed HOT 1
- scroll bams not displaying in shops HOT 3
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