ScreenShot
Engine/source/gfx/screenshot.h
Private Attributes
char
mFilename [256]
The full path to the screenshot file to write.
How much the frustum must be adjusted for overlap.
bool
This is set to toggle the capture.
How much pixel percentage overlap between tiles.
The number of times to tile the backbuffer to generate screenshots larger than normally possible.
bool
If true write the file as a JPG else its a PNG.
Private Functions
GBitmap *
This is overloaded to copy the current GFX backbuffer to a new bitmap.
_singleCapture(GuiCanvas * canvas)
Helper for taking simple single tile screenshots and outputing it as a single file to disk.
Public Functions
Constructor.
bool
Returns true if we're in the middle of screenshot capture.
setPending(const char * filename, bool writeJPG, S32 tiles, F32 overlap)
Used to start the screenshot capture.
tileFrustum(Frustum & frustum)
Prepares the view frustum for tiled screenshot rendering.
Detailed Description
This class will eventually support various capabilities such as panoramics, high rez captures, and cubemap captures.
Right now it just captures standard screenshots, but it does support captures from multisample back buffers, so antialiased captures will work.
Private Attributes
Point2I mCurrTile
The current tile we're rendering.
char mFilename [256]
The full path to the screenshot file to write.
Point2F mFrustumOverlap
How much the frustum must be adjusted for overlap.
bool mPending
This is set to toggle the capture.
Point2F mPixelOverlap
How much pixel percentage overlap between tiles.
U32 mTiles
The number of times to tile the backbuffer to generate screenshots larger than normally possible.
bool mWriteJPG
If true write the file as a JPG else its a PNG.
Private Functions
_captureBackBuffer()
This is overloaded to copy the current GFX backbuffer to a new bitmap.
Reimplemented by: ScreenShotD3D11, ScreenShotGL
_singleCapture(GuiCanvas * canvas)
Helper for taking simple single tile screenshots and outputing it as a single file to disk.
Public Functions
ScreenShot()
Constructor.
~ScreenShot()
capture(GuiCanvas * canvas)
Called from the canvas to capture a pending screenshot.
GuiCanvas::onRenderEvent
isPending()
Returns true if we're in the middle of screenshot capture.
setPending(const char * filename, bool writeJPG, S32 tiles, F32 overlap)
Used to start the screenshot capture.
tileFrustum(Frustum & frustum)
Prepares the view frustum for tiled screenshot rendering.
GuiTSCtrl::setupFrustum
tileGui(const Point2I & screenSize)