开发游戏时,往往会有这么一个需求:在某个成就达成或者破纪录时,需要截个屏,然后发送到微博上与好友/粉丝分享,虽然home + 开机键组合可手动截屏,在Cocos2d有个CCRenderTexture类,借助该类可很容易实现代码截取功能。使用CCRenderTexture,我们可以截取游戏场景、某个Layer,甚至是精灵:
- /**游戏截图
- *@param node 需要截取的控件
- */
- - (void)snapshotScreen:(CCNode*)node
- {
- //取得屏幕大小
- CGSize winSize = [[CCDirector sharedDirector]winSize];
- CCRenderTexture* renderTexture = [CCRenderTexture renderTextureWithWidth:winSize.width
- height:winSize.height];
- [renderTexture begin];
- [node visit];
- [renderTexture end];
- [renderTexture cleanup];
- UIImage *snapshot = [renderTexture getUIImageFromBuffer];
- //把截图保存到相册里
- UIImageWriteToSavedPhotosAlbum(snapshot, nil, nil, nil);
- }
如果游戏支持高清模式,上面代码截出来的图是960 * 640大小的,这个尺寸如果要上传到微博上,文件的大小可能会超出限制,那么在上传前可用先把截图大小缩小点如480*320,以减少图片体积:
- /** 调整图片大小*/
- - (UIImage *) scaleFromImage: (UIImage *) image toSize: (CGSize) size
- {
- UIGraphicsBeginImageContext(size);
- [image drawInRect:CGRectMake(0, 0, size.width, size.height)];
- UIImage *newImage = UIGraphicsGetImageFromCurrentImageContext();
- UIGraphicsEndImageContext();
- return newImage;
- }
同时可以保存
- 保存文件
- UIImage *m_imgFore=......;
- //png格式
- NSData *imagedata=UIImagePNGRepresentation(m_imgFore);
- //JEPG格式
- //NSData *imagedata=UIImageJEPGRepresentation(m_imgFore,1.0);
- NSArray*paths=NSSearchPathForDirectoriesInDomains(NSDocumentDirectory,NSUserDomainMask,YES);
- NSString *documentsDirectory=[paths objectAtIndex:0];
- NSString *savedImagePath=[documentsDirectorystringByAppendingPathComponent:@"saveFore.png"];
- [imagedata writeToFile:savedImagePath atomically:YES];
- 或者
- [fileManager createFileAtPath:[filePath stringByAppendingString:@"/image.png"] contents:data attributes:nil]; 将图片保存为PNG格式
- [fileManager createFileAtPath:[filePath stringByAppendingString:@"/image.jpg"] contents:data attributes:nil]; 将图片保存为JPEG格式
如果不是cocos2D开发,则使用如下代码:
方法1:
- -(void)screenShots
- {
- CGSize imageSize = [[UIScreen mainScreen] bounds].size;
- if (NULL != UIGraphicsBeginImageContextWithOptions) {
- UIGraphicsBeginImageContextWithOptions(imageSize, NO, 0);
- }
- else
- {
- UIGraphicsBeginImageContext(imageSize);
- }
- CGContextRef context = UIGraphicsGetCurrentContext();
- for (UIWindow * window in [[UIApplication sharedApplication] windows]) {
- if (![window respondsToSelector:@selector(screen)] || [window screen] == [UIScreen mainScreen]) {
- CGContextSaveGState(context);
- CGContextTranslateCTM(context, [window center].x, [window center].y);
- CGContextConcatCTM(context, [window transform]);
- CGContextTranslateCTM(context, -[window bounds].size.width*[[window layer] anchorPoint].x, -[window bounds].size.height*[[window layer] anchorPoint].y);
- [[window layer] renderInContext:context];
- CGContextRestoreGState(context);
- }
- }
- UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
- UIGraphicsEndImageContext();
- UIImageWriteToSavedPhotosAlbum(image, self, nil, nil);
- NSLog(@"Suceeded!");
- }
(注意:方法1截图后会是竖屏,所以需要配合UIImage旋转的方法判断方向后旋转才能合适保存,见文章旋转翻转UIImage 不是UIImageView 适用于源图像的处理,例如截图后旋转)
所以再提供另外一方法:
方法2
- UIView *view = [[[[[UIApplication sharedApplication] windows] objectAtIndex:1] subviews] lastObject];//获得某个window的某个subView
- NSInteger index = 0;//用来给保存的png命名
- for (UIView *subView in [view subviews]) {//遍历这个view的subViews
- if ([subView isKindOfClass:NSClassFromString(@"UIImageView")] || [subView isKindOfClass:NSClassFromString(@"UIThreePartButton")]) {//找到自己需要的subView
- //支持retina高分的关键
- if(UIGraphicsBeginImageContextWithOptions != NULL)
- {
- UIGraphicsBeginImageContextWithOptions(subView.frame.size, NO, 0.0);
- } else {
- UIGraphicsBeginImageContext(subView.frame.size);
- }
- //获取图像
- [subView.layer renderInContext:UIGraphicsGetCurrentContext()];
- UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
- UIGraphicsEndImageContext();
- //保存图像
- NSString *path = [NSHomeDirectory() stringByAppendingFormat:@"/%d.png",index];
- if ([UIImagePNGRepresentation(image) writeToFile:path atomically:YES]) {
- index += 1;
- NSLog(@"Succeeded!");
- }
- else {
- NSLog(@"Failed!");
- }
- }
- }