(1)Cocos2d-x 2.x
Cocos2d-x 2.x没有提供截图功能,但是可以用CCRenderTexture来实现这个功能:
void CTestLayer::SaveScreenShot()
{
//获取屏幕尺寸
CCSize size = CCDirector::sharedDirector()->getWinSize();
//使用屏幕尺寸初始化一个空的渲染纹理对象
CCRenderTexture* texture = CCRenderTexture::create((int)size.width, (int)size.height);
//设置位置
texture->setPosition(ccp(size.width/2, size.height/2));
//开始获取
texture->begin();
//遍历场景节点对象,填充纹理到texure中
CCDirector::sharedDirector()->getRunningScene()->visit();
//结束获取
texture->end();
//保存为PNG图,Win32/Debug目录下
texture->saveToFile("screenshot.png", kCCImageFormatPNG);
}
(2)Cocos2d-x 3.x
在Cocos2d-x 3.2之前,引擎也没有提供截图功能,同样可以使用RenderTexture实现:
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{
log("cocos2d: the image can only be saved as JPG or PNG format");
return;
}
} else {
log("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");
}
(3)从Cocos2d-x 3.2之后开始,引擎提供了captureScreen函数来实现截图功能:
void Util::captureScreen(const std::function<void(bool, const std::string&)>& afterCaptured, const std::string& filename);