1.集成到Director
这里选择把截屏功能继承到Director中,让全局的导演来执行截屏功能是一个很好的主意。
void Director::saveScreenshot(const std::string& fileName,const std::function<void(const std::string&)>& callback) { Image::Format format; //进行后缀判断 if(std::string::npos != fileName.find_last_of(".")){ auto extension = fileName.substr(fileName.find_last_of("."),fileName.length()); if (!extension.compare(".png")) { format = Image::Format::PNG; } else if(!extension.compare(".jpg")) { format = Image::Format::JPG; } else{ CCLOG("cocos2d: the image can only be saved as JPG or PNG format"); return; } } else { CCLOG("cocos2d: the image can only be saved as JPG or PNG format"); return ; } //获取屏幕尺寸,初始化一个空的渲染纹理对象 auto renderTexture = RenderTexture::create(getWinSize().width, getWinSize().height, Texture2D::PixelFormat::RGBA8888); //清空并开始获取 renderTexture->beginWithClear(0.0f, 0.0f, 0.0f, 0.0f); //遍历场景节点对象,填充纹理到RenderTexture中 getRunningScene()->visit(); //结束获取 renderTexture->end(); //保存文件 renderTexture->saveToFile(fileName , format); //使用schedule在下一帧中调用callback函数 auto fullPath = FileUtils::getInstance()->getWritablePath() + fileName; auto scheduleCallback = [&,fullPath,callback](float dt){ callback(fullPath); }; auto _schedule = getRunningScene()->getScheduler(); _schedule->schedule(scheduleCallback, this, 0.0f,0,0.0f, false, "screenshot"); }
2.如何使用saveScreenshot
截屏功能使用起来也很简单,直接调用saveSecreenshot,其中第一个参数为文件名(支持png和jpg格式,不带后缀名默认为png格式),第二个参数为回调函数,你可以在回调函数中处理这个文件。
void ScreenshotTest::saveImage(Ref *pSender){ static int counter = 0; char png[20]; sprintf(png, "image-%d.png", counter); char jpg[20]; sprintf(jpg, "image-%d.jpg", counter); //截屏后的回调函数,这里显示在左下角 auto callback = [&](const std::string& fullPath){ auto sprite = Sprite::create(fullPath); CCASSERT(sprite!=nullptr, "Failed to create sprite."); addChild(sprite); sprite->setScale(0.3f); sprite->setPosition(Point(40, 40)); sprite->setRotation(counter * 3); CCLOG("Image saved %s", fullPath.c_str()); }; //调用Director的截屏功能 Director::getInstance()->saveScreenshot(png, callback); counter++; }
时间: 2024-11-05 19:41:10