Cocos2d-x3.1及3.2实现截屏功能

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1、Cocos2d-x3.1

在Cocos2d-x3.2之前,Cocos引擎没有提供截图功能,但是可以通过RenderTexture实现,

1.1首先在CCDirector.h中添加如下代码:并在其中添加头文件  #include"2d/CCRenderTexture.h"

    void saveScreenshot(const std::string& fileName,const std::function<void(const std::string&)>& callback);

1.2然后在CCDirector.cpp中添加如下代码:

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");}

1.3在HelloWorld.cpp中添加如下代码:

bool HelloWorld::init(){    bool bRet = false;    do{        CC_BREAK_IF(!Layout::init());        auto button = ui::Button::create("CloseNormal.png","CloseSelected.png");        button->setPosition(Vec2(200,200));        addChild(button);        button->addTouchEventListener(CC_CALLBACK_2(HomeLayer::touchEvent,this));        Director::getInstance()->getEventDispatcher();                bRet = true;    }while(0);    return bRet;}void HelloWorld::touchEvent(cocos2d::Ref *pSender, cocos2d::ui::Widget::TouchEventType type){    switch (type)    {        case Widget::TouchEventType::ENDED:<span style="white-space:pre"></span>    //参数依次为保存图片的名字,在控制台打印保存路径信息            Director::getInstance()->saveScreenshot("homeLayer.png", [&](const std::string &str){                log("str = %s",str.c_str());            });            break;        default:            break;    }}

1.4点击按钮,实现截图功能,最后图片保存在沙盒中,可在Xcode控制台下看到文件保存路径。

2、Cocos2d-x3.2

Cocos2d-x3.2中已经封装了截图共,使用如下
void Util::captureScreen(const std::function<void(bool, const std::string&)>& afterCaptured, const std::string& filename);

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