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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-26 14:55:39 +00:00
Additional cleanup and add-in of files that were missed.
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b357ad077d
commit
7e5d2f3eac
6 changed files with 239 additions and 150 deletions
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@ -83,13 +83,10 @@ exec("./gfxData/water.cs");
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exec("./gfxData/scatterSky.cs");
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exec("./gfxData/clouds.cs");
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exec("./screenshot.cs");
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// Initialize all core post effects.
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exec("./postFx.cs");
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//VR stuff
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exec("./oculusVROverlay.gui");
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exec("./oculusVR.cs");
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// Seed the random number generator.
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@ -1,143 +0,0 @@
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//---------------------------------------------------------------------------------------------
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// formatImageNumber
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// Preceeds a number with zeros to make it 6 digits long.
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//---------------------------------------------------------------------------------------------
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function formatImageNumber(%number)
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{
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if(%number < 10)
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%number = "0" @ %number;
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if(%number < 100)
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%number = "0" @ %number;
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if(%number < 1000)
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%number = "0" @ %number;
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if(%number < 10000)
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%number = "0" @ %number;
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return %number;
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}
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//---------------------------------------------------------------------------------------------
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// formatSessionNumber
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// Preceeds a number with zeros to make it 4 digits long.
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//---------------------------------------------------------------------------------------------
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function formatSessionNumber(%number)
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{
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if(%number < 10)
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%number = "0" @ %number;
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if(%number < 100)
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%number = "0" @ %number;
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return %number;
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}
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//---------------------------------------------------------------------------------------------
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// recordMovie
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// Records a movie file from the Canvas content using the specified fps.
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// Possible encoder values are "PNG" and "THEORA" (default).
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//---------------------------------------------------------------------------------------------
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$RecordingMovie = false;
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function recordMovie(%movieName, %fps, %encoder)
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{
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// If the canvas doesn't exist yet, setup a flag so it'll
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// start capturing as soon as it's created
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if (!isObject(Canvas))
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return;
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if (%encoder $= "")
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%encoder = "THEORA";
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%resolution = Canvas.getVideoMode();
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// Start the movie recording
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ChatHud.AddLine( "\c4Recording movie file to [\c2" @ %movieName @ "\cr].ogv.");
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echo("Recording movie to: " @ %movieName);
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startVideoCapture(Canvas, %movieName, %encoder, %fps);
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$RecordingMovie = true;
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}
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function stopMovie()
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{
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// Stop the current recording
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ChatHud.AddLine( "\c4Recording movie file finished.");
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echo("Stopped movie recording");
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stopVideoCapture();
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$RecordingMovie = false;
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}
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/// This is bound in initializeCommon() to take
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/// a screenshot on a keypress.
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function doScreenShot( %val )
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{
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// This can be bound, so skip key up events.
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if ( %val == 0 )
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return;
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_screenShot( 1 );
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}
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/// A counter for screen shots used by _screenShot().
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$screenshotNumber = 0;
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/// Internal function which generates unique filename
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/// and triggers a screenshot capture.
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function _screenShot( %tiles, %overlap )
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{
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if ( $pref::Video::screenShotSession $= "" )
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$pref::Video::screenShotSession = 0;
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if ( $screenshotNumber == 0 )
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$pref::Video::screenShotSession++;
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if ( $pref::Video::screenShotSession > 999 )
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$pref::Video::screenShotSession = 1;
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%name = "screenshot_" @ formatSessionNumber($pref::Video::screenShotSession) @ "-" @
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formatImageNumber($screenshotNumber);
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%name = expandFileName( %name );
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$screenshotNumber++;
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if ( ( $pref::Video::screenShotFormat $= "JPEG" ) ||
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( $pref::video::screenShotFormat $= "JPG" ) )
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screenShot( %name, "JPEG", %tiles, %overlap );
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else
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screenShot( %name, "PNG", %tiles, %overlap );
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}
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/// This will close the console and take a large format
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/// screenshot by tiling the current backbuffer and save
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/// it to the root game folder.
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///
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/// For instance a tile setting of 4 with a window set to
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/// 800x600 will output a 3200x2400 screenshot.
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function tiledScreenShot( %tiles, %overlap )
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{
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// Pop the console off before we take the shot.
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Canvas.popDialog( ConsoleDlg );
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_screenShot( %tiles, %overlap );
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}
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