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/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.utils;
import java.nio.ByteBuffer;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL10;
import com.badlogic.gdx.graphics.Pixmap;
import com.badlogic.gdx.graphics.Pixmap.Format;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.math.MathUtils;
/** Class with static helper methods that provide access to the default OpenGL FrameBuffer. These methods can be used to get the
* entire screen content or a portion thereof.
*
* @author espitz */
public class ScreenUtils {
/** Returns the default framebuffer contents as a {@link TextureRegion} with a width and height equal to the current screen
* size. The base {@link Texture} always has {@link MathUtils#nextPowerOfTwo} dimensions and RGBA8888 {@link Format}. It can be
* accessed via {@link TextureRegion#getTexture}. The texture is not managed and has to be reloaded manually on a context loss.
* The returned TextureRegion is flipped along the Y axis by default. */
public static TextureRegion getFrameBufferTexture () {
final int w = Gdx.graphics.getWidth();
final int h = Gdx.graphics.getHeight();
return getFrameBufferTexture(0, 0, w, h);
}
/** Returns a portion of the default framebuffer contents specified by x, y, width and height as a {@link TextureRegion} with
* the same dimensions. The base {@link Texture} always has {@link MathUtils#nextPowerOfTwo} dimensions and RGBA8888
* {@link Format}. It can be accessed via {@link TextureRegion#getTexture}. This texture is not managed and has to be reloaded
* manually on a context loss. If the width and height specified are larger than the framebuffer dimensions, the Texture will
* be padded accordingly. Pixels that fall outside of the current screen will have RGBA values of 0.
*
* @param x the x position of the framebuffer contents to capture
* @param y the y position of the framebuffer contents to capture
* @param w the width of the framebuffer contents to capture
* @param h the height of the framebuffer contents to capture */
public static TextureRegion getFrameBufferTexture (int x, int y, int w, int h) {
Gdx.gl.glPixelStorei(GL10.GL_PACK_ALIGNMENT, 1);
final int potW = MathUtils.nextPowerOfTwo(w);
final int potH = MathUtils.nextPowerOfTwo(h);
final Pixmap pixmap = new Pixmap(potW, potH, Format.RGBA8888);
ByteBuffer pixels = pixmap.getPixels();
Gdx.gl.glReadPixels(x, y, potW, potH, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, pixels);
Texture texture = new Texture(pixmap);
TextureRegion textureRegion = new TextureRegion(texture, 0, h, w, -h);
pixmap.dispose();
return textureRegion;
}
/** Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4. The byte[] will
* always contain RGBA8888 data. Because of differences in screen and image origins the framebuffer contents should be flipped
* along the Y axis if you intend save them to disk as a bitmap. Flipping is not a cheap operation, so use this functionality
* wisely.
*
* @param flipY whether to flip pixels along Y axis */
public static byte[] getFrameBufferPixels (boolean flipY) {
final int w = Gdx.graphics.getWidth();
final int h = Gdx.graphics.getHeight();
return getFrameBufferPixels(0, 0, w, h, flipY);
}
/** Returns a portion of the default framebuffer contents specified by x, y, width and height, as a byte[] array with a length
* equal to the specified width * height * 4. The byte[] will always contain RGBA8888 data. If the width and height specified
* are larger than the framebuffer dimensions, the Texture will be padded accordingly. Pixels that fall outside of the current
* screen will have RGBA values of 0. Because of differences in screen and image origins the framebuffer contents should be
* flipped along the Y axis if you intend save them to disk as a bitmap. Flipping is not cheap operation, so use this
* functionality wisely.
*
* @param flipY whether to flip pixels along Y axis */
public static byte[] getFrameBufferPixels (int x, int y, int w, int h, boolean flipY) {
Gdx.gl.glPixelStorei(GL10.GL_PACK_ALIGNMENT, 1);
final ByteBuffer pixels = BufferUtils.newByteBuffer(w * h * 4);
Gdx.gl.glReadPixels(x, y, w, h, GL10.GL_RGBA, GL10.GL_UNSIGNED_BYTE, pixels);
final int numBytes = w * h * 4;
byte[] lines = new byte[numBytes];
if (flipY) {
final int numBytesPerLine = w * 4;
for (int i = 0; i < h; i++) {
pixels.position((h - i - 1) * numBytesPerLine);
pixels.get(lines, i * numBytesPerLine, numBytesPerLine);
}
} else {
pixels.clear();
pixels.get(lines);
}
return lines;
}
}
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