Difference between revisions of "love.graphics.captureScreenshot"
(Created page) |
m (0.11.0 -> 11.0) |
||
(4 intermediate revisions by one other user not shown) | |||
Line 1: | Line 1: | ||
− | {{newin|[[ | + | {{newin|[[11.0]]|110|type=function|text=This function replaces [[love.graphics.newScreenshot]]}} |
Creates a screenshot once the current frame is done (after [[love.draw]] has finished). | Creates a screenshot once the current frame is done (after [[love.draw]] has finished). | ||
− | Since this function enqueues a screenshot capture, it can be called from an input callback or [[love.update]] and it will still capture all of what's drawn to the screen in that frame. | + | Since this function enqueues a screenshot capture rather than executing it immediately, it can be called from an input callback or [[love.update]] and it will still capture all of what's drawn to the screen in that frame. |
{{notice|This function creates a new [[ImageData]] object and can cause love to slow down significantly if it's called every frame.}} | {{notice|This function creates a new [[ImageData]] object and can cause love to slow down significantly if it's called every frame.}} | ||
Line 43: | Line 43: | ||
<source lang="lua"> | <source lang="lua"> | ||
function love.load() | function love.load() | ||
− | love.filesystem.setIdentity( | + | love.filesystem.setIdentity("screenshot_example") |
end | end | ||
− | function love.keypressed() | + | function love.keypressed(key) |
− | love.graphics.captureScreenshot(os.time() .. ".png") | + | if key == "c" then |
+ | love.graphics.captureScreenshot(os.time() .. ".png") | ||
+ | end | ||
+ | end | ||
+ | |||
+ | function love.draw() | ||
+ | love.graphics.circle("fill", 400, 300, 200) | ||
end | end | ||
</source> | </source> |
Latest revision as of 12:52, 29 December 2018
Available since LÖVE 11.0 |
This function replaces love.graphics.newScreenshot. |
Creates a screenshot once the current frame is done (after love.draw has finished).
Since this function enqueues a screenshot capture rather than executing it immediately, it can be called from an input callback or love.update and it will still capture all of what's drawn to the screen in that frame.
This function creates a new ImageData object and can cause love to slow down significantly if it's called every frame. |
Contents
Function
Capture a screenshot and save it to a file at the end of the current frame.
Synopsis
love.graphics.captureScreenshot( filename )
Arguments
string filename
- The filename to save the screenshot to. The encoded image type is determined based on the extension of the filename, and must be one of the ImageFormats.
Returns
Nothing.
Function
Capture a screenshot and call a callback with the generated ImageData at the end of the current frame.
Synopsis
love.graphics.captureScreenshot( callback )
Arguments
function callback
- Function which gets called once the screenshot has been captured. An ImageData is passed into the function as its only argument.
Returns
Nothing.
Function
Capture a screenshot and push the generated ImageData to a Channel at the end of the current frame.
Synopsis
love.graphics.captureScreenshot( channel )
Arguments
Returns
Nothing.
Examples
Create a new screenshot and write it to the save directory.
function love.load()
love.filesystem.setIdentity("screenshot_example")
end
function love.keypressed(key)
if key == "c" then
love.graphics.captureScreenshot(os.time() .. ".png")
end
end
function love.draw()
love.graphics.circle("fill", 400, 300, 200)
end
See Also
Other Languages
Dansk –
Deutsch –
English –
Español –
Français –
Indonesia –
Italiano –
Lietuviškai –
Magyar –
Nederlands –
Polski –
Português –
Română –
Slovenský –
Suomi –
Svenska –
Türkçe –
Česky –
Ελληνικά –
Български –
Русский –
Српски –
Українська –
עברית –
ไทย –
日本語 –
正體中文 –
简体中文 –
Tiếng Việt –
한국어
More info