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Input: PrintScreen shortcut for in-game screenshots - #562

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jfpaardoo wants to merge 1 commit into
Revivedx:testfrom
jfpaardoo:feat/screenshot-key
Closed

jfpaardoo wants to merge 1 commit into
Revivedx:testfrom
jfpaardoo:feat/screenshot-key

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@jfpaardoo

@jfpaardoo jfpaardoo commented Nov 7, 2026 •

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What this changes

Adds the standard PC screenshot key (PrintScreen) to take in-game screenshots at any time during gameplay outside and inside free camera mode.

  • Photo system (
    untime/hle/photo.c):
    Exposes photo_take(void), allowing any host input event to request a screenshot to be saved by the presenter on the next frame into screenshots/savagewind--.png.
  • Keyboard input (
    untime/hle/input.c):
    Handles SDL_SCANCODE_PRINTSCREEN in input_handle_event() without triggering on key repeats.
  • Key bindings protection (
    untime/hle/bindings.c):
    Keeps SDL_SCANCODE_PRINTSCREEN reserved for the system in �ind_capture_event(), preventing it from accidentally being reassigned in the Controls tab.
  • Tests ( ests/test_pc_controls.c): Added unit test verifying that SDL_SCANCODE_PRINTSCREEN triggers screenshot capture and that key repeats are ignored.

How it was tested

  • Ran make test-pc-controls: all test cases passed (PASS: PrintScreen triggers screenshot capture).
  • Ran make runtime-objs with Clang on Windows: clean build with 0 warnings or errors.
  • Ran python tools/i18n_check.py: 0 missing strings across all 13 languages.
  • Ran git diff --check: clean formatting.

Checklist

  • Based on the latest est and opened against est
  • Built and run locally, and checked in the game
  • No game files, keys, firmware, generated game code or save files in the changes

Copilot AI balanced review requested due to automatic review settings November 7, 2026 20:33

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Copilot was unable to review this pull request because the user who requested the review has insufficient remaining quota. Try requesting a review at a lower effort level.

Revivedx added a commit that referenced this pull request Nov 8, 2026
…th, texture sharpness, HUD at edges

Fixes:
- The program and pipeline tables grow at half load: a full table made the render thread loop forever after about
  three hours of play (#565).
- Writable G-buffer aliases can take the feedback path, and duplicate attachments can be attached once, on RADV wall
  corruption. Both are opt-in, by environment switch only, for testing on the affected GPUs (#579).
- The Settings page background meets the tab bar's line (#578).

New:
- PrintScreen saves a screenshot during play (#562).
- Controls > Vibration strength, 10% to 100% (#563).
- Video > Advanced options > Texture sharpness: Default, Sharp, Sharper (#564).
- Video > HUD at edges, for screens taller than 16:9 (#558).

Tested by playing on Windows and with a hidden start, warp and teleport run: no crash and no errors in the log. Not
tested on RADV, nor the HUD at edges on a screen taller than 16:9.

Co-authored-by: amekkaoui <47280181+amekkaoui@users.noreply.github.com>
Co-authored-by: Daniel Barrios <ing.dbarrios@gmail.com>
Co-authored-by: ethanblazkowicz <misscalmm@icloud.com>
Co-authored-by: jfpaardoo <juaparpar@alum.us.es>
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
@Revivedx

Revivedx commented Nov 8, 2026

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Thanks, this is in test as 94acc5b and it works with the picture notice from photo mode. Closing since test gets one clean commit per batch; you are credited as co-author.

@Revivedx Revivedx closed this Nov 8, 2026
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3 participants