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:
@@ -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)
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user