iPhone自从推出后就自带了截屏功能,简单而易用,所以应用就没什么截屏的需求了,不过有些时候我们还是会遇到这个需求。比如,我们开发了一个播放器,用openGL进行video render,此时直接截屏有可能有OSD叠加内容,所以希望能截完全是视频的帧,这时就需要应用自己来实现了。
从应用角度看,虽说都是截屏,但用不用openGL是不同的,因为openGL是直接写GPU frame buffer的,如果我们是直接用UIController来用做的界面:
- - (void)snapshotScreen
- {
- // check the retina screen
- if ([[UIScreen mainScreen] respondsToSelector:@selector(scale)]){
- UIGraphicsBeginImageContextWithOptions(self.view.window.bounds.size, NO, [UIScreen mainScreen].scale);
- } else {
- UIGraphicsBeginImageContext(self.view.window.bounds.size);
- }
- [self.view.window.layer renderInContext:UIGraphicsGetCurrentContext()];
- UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
- UIGraphicsEndImageContext();
- NSData * data = UIImagePNGRepresentation(image);
- NSArray *path = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
- NSString *filename = [[path objectAtIndex:0] stringByAppendingPathComponent:@"foo.png"];
- [data writeToFile:filename atomically:YES];
- }
这个代码前面部分是检查是否是retina屏幕的,因为iPhone都是retina的屏幕,但iPod有非retina的屏幕;最后一部分是把image存到应用的document目录下。
如果要截openGL的内容,那么上面的代码就不能用了,思路是用openGL的API,glReadPixels去读出内容来。代码如下:
- - (void)getGLScreenShot {
- int w = self.bounds.size.width;
- int h = self.bounds.size.height;
- NSInteger myDataLength = w * h * 4;
- // allocate array and read pixels into it.
- GLubyte *buffer = (GLubyte *) malloc(myDataLength);
- glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
- // gl renders "upside down" so swap top to bottom into new array.
- // there's gotta be a better way, but this works.
- GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
- for(int y = 0; y < h; y++) {
- for(int x = 0; x <w * 4; x++) {
- buffer2[(h -1 - y) * w * 4 + x] = buffer[y * 44 * w + x];
- }
- }
- // make data provider with data.
- CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
- // prep the ingredients
- int bitsPerComponent = 8;
- int bitsPerPixel = 32;
- int bytesPerRow = 44 * w;
- CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
- CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
- CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
- // make the cgimage
- CGImageRef imageRef = CGImageCreate(w, h, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
- // then make the uiimage from that
- UIImage *myImage = [UIImage imageWithCGImage:imageRef];
- UIImageWriteToSavedPhotosAlbum(myImage, self, @selector(GLImage:didFinishSavingWithError:contextInfo:), buffer2);
- CGImageRelease(imageRef);
- CGDataProviderRelease(provider);
- CGColorSpaceRelease(colorSpaceRef);
- free(buffer);
- }
这段代码里面释放了buffer的内存,但没有释放buffer2的内存。因为图片的存储是异步的,所以是在存完图片之后,调用@selector(GLImage:didFinishSavingWithError:contextInfo:)这个方法进行清理,通过这个回调,在UI上也可以做一些限制,防止用户连续快速的截屏导致系统负载过重。
顺便说一下,这里把存下的图片按照习惯放到了图片库之中。
在iOS7之后,UIView有了UISnapshotting的category,这个真是大大的方便了我们截屏的实现,因为它既可以截屏普通的UIController,也可以截屏openGL的内容,
- // only support iOS7 or Above
- - (void)snapshotScreenWithGL
- {
- CGSize size = videoView.bounds.size;
- UIGraphicsBeginImageContextWithOptions(size, NO, [UIScreen mainScreen].scale);
- CGRect rec = CGRectMake(videoView.frame.origin.x, videoView.frame.origin.y, videoView.bounds.size.width, videoView.bounds.size.height);
- [self.view drawViewHierarchyInRect:rec afterScreenUpdates:YES];
- UIImage *image = UIGraphicsGetImageFromCurrentImageContext();
- UIGraphicsEndImageContext();
- NSData * data = UIImagePNGRepresentation(image);
- NSArray *path = NSSearchPathForDirectoriesInDomains(NSDocumentDirectory, NSUserDomainMask, YES);
- NSString *filename = [[path objectAtIndex:0] stringByAppendingPathComponent:@"foo.png"];
- [data writeToFile:filename atomically:YES];
- }
综合起来看,iOS7之后,苹果考虑到了用户这方面的需求,提供了API,可以比较方便的实现功能。iOS7之前,需要自己手动实现,根据是否使用了openGL代码有所不同。