Direct3D in full-screen mode now transfers control of input to the full screen window, fixes #429;

Unified screenshot code and moved it to video.c, it is now independent of both renderer and platform;
The EGA/(S)VGA overscan now also works for CGA, PCjr, Tandy, and CGA-using Amstrads;
Fixed EGA/(S)VGA overscan operation so it works correctly with scrolling and panning;
Fixed 320x200x32K and 320x200x64K modes on the ET4000/W32p;
Fixed the Video 7 1024i chip ID and video memory options, fixes #431;
Fixed a banking bug in the S3 cards, fixes Windows 9x and NeoPaint.
This commit is contained in:
OBattler
2019-10-20 15:09:38 +02:00
parent 93e6b9bc70
commit a495faec59
36 changed files with 3302 additions and 3751 deletions

View File

@@ -8,7 +8,7 @@
*
* Rendering module for Microsoft Direct2D.
*
* Version: @(#)win_d2d.cpp 1.0.3 2019/03/09
* Version: @(#)win_d2d.cpp 1.0.4 2019/10/12
*
* Authors: David Hrdlička, <hrdlickadavid@outlook.com>
*
@@ -505,18 +505,6 @@ d2d_pause(void)
}
void
d2d_take_screenshot(const wchar_t *fn)
{
// Saving a screenshot of a Direct2D render target is harder than
// one would think. Keeping this stubbed for the moment
// -ryu
d2d_log("Direct2D: d2d_take_screenshot(%s)\n", fn);
return;
}
void
d2d_enable(int enable)
{