cocos2d-x-3.x snapshot
发布时间:2020-12-14 17:02:18 所属栏目:百科 来源:网络整理
导读:cocos2d-x-3.x snapshot cocos2d ::Image * snapshot(float scale){ cocos2d ::Size visibleSize = Director ::getInstance () - getVisibleSize(); cocos2d ::Point visibleOrigin = Director ::getInstance () - getVisibleOrigin(); Director ::getInstan
cocos2d-x-3.x snapshotcocos2d::Image* snapshot(float scale)
{
cocos2d::Size visibleSize = Director::getInstance()->getVisibleSize();
cocos2d::Point visibleOrigin = Director::getInstance()->getVisibleOrigin();
Director::getInstance()->setNextDeltaTimeZero(true);
RenderTexture* finalRtx = nullptr;
RenderTexture* rtx = RenderTexture::create(visibleSize.width,visibleSize.height,Texture2D::PixelFormat::RGBA8888,GL_DEPTH24_STENCIL8);
// rtx->setKeepMatrix(true);
cocos2d::Scene* scene = Director::getInstance()->getRunningScene();
cocos2d::Point savedPos = scene->getPosition();
scene->setPosition(-visibleOrigin);
rtx->begin(); // rtx->beginWithClear(0,0);
scene->visit();
rtx->end();
scene->setPosition(savedPos);
if (std::abs(scale - 1.0f) < 1e-6/* no scale */)
finalRtx = rtx;
else {
/* scale */
cocos2d::Rect finalRect = cocos2d::Rect(0,0,visibleSize.width,visibleSize.height);
Sprite *sprite = Sprite::createWithTexture(rtx->getSprite()->getTexture(),finalRect);
sprite->setAnchorPoint(cocos2d::Point(0,0));
sprite->setFlipY(true);
finalRtx = RenderTexture::create(visibleSize.width * scale,visibleSize.height * scale,GL_DEPTH24_STENCIL8);
sprite->setScale(scale); // or use finalRtx->setKeepMatrix(true);
finalRtx->begin(); // finalRtx->beginWithClear(0,0);
sprite->visit();
finalRtx->end();
}
Director::getInstance()->getRenderer()->render();
return finalRtx->newImage();
}
cocos2d::Image* snapshot(Node* startNode,float scale)
{ // The best snapshot API,support Scene and any Node
auto& size = startNode->getContentSize();
// cocos2d::Point visibleOrigin = Director::getInstance()->getVisibleOrigin();
Director::getInstance()->setNextDeltaTimeZero(true);
RenderTexture* finalRtx = nullptr;
RenderTexture* rtx = RenderTexture::create(size.width,size.height,GL_DEPTH24_STENCIL8);
// rtx->setKeepMatrix(true);
// cocos2d::Scene* scene = Director::getInstance()->getRunningScene();
cocos2d::Point savedPos = startNode->getPosition();
Point anchor;
if (!startNode->isIgnoreAnchorPointForPosition()) {
anchor = startNode->getAnchorPoint();
}
startNode->setPosition(ccp(size.width * anchor.x,size.height * anchor.y));// startNode->setPosition(-visibleOrigin);
rtx->begin(); // rtx->beginWithClear(0,0);
startNode->visit();
rtx->end();
startNode->setPosition(savedPos);
if (std::abs(scale - 1.0f) < 1e-6/* no scale */)
finalRtx = rtx;
else {
/* scale */
cocos2d::Rect finalRect = cocos2d::Rect(0,size.width,size.height);
Sprite *sprite = Sprite::createWithTexture(rtx->getSprite()->getTexture(),0));
sprite->setFlipY(true);
finalRtx = RenderTexture::create(size.width * scale,size.height * scale,0);
sprite->visit();
finalRtx->end();
}
Director::getInstance()->getRenderer()->render();
return finalRtx->newImage();
}
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