仅使用给定的 SDL_Window* 和 SDL_Renderer*,如何在 SDL 2.0 中创建和保存屏幕截图?
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7961 次
3 回答
11
下面是一个在 SDL 2 中保存屏幕截图的函数,该截图取自我目前正在编写的库。
bool saveScreenshotBMP(std::string filepath, SDL_Window* SDLWindow, SDL_Renderer* SDLRenderer) {
SDL_Surface* saveSurface = NULL;
SDL_Surface* infoSurface = NULL;
infoSurface = SDL_GetWindowSurface(SDLWindow);
if (infoSurface == NULL) {
std::cerr << "Failed to create info surface from window in saveScreenshotBMP(string), SDL_GetError() - " << SDL_GetError() << "\n";
} else {
unsigned char * pixels = new (std::nothrow) unsigned char[infoSurface->w * infoSurface->h * infoSurface->format->BytesPerPixel];
if (pixels == 0) {
std::cerr << "Unable to allocate memory for screenshot pixel data buffer!\n";
return false;
} else {
if (SDL_RenderReadPixels(SDLRenderer, &infoSurface->clip_rect, infoSurface->format->format, pixels, infoSurface->w * infoSurface->format->BytesPerPixel) != 0) {
std::cerr << "Failed to read pixel data from SDL_Renderer object. SDL_GetError() - " << SDL_GetError() << "\n";
delete[] pixels;
return false;
} else {
saveSurface = SDL_CreateRGBSurfaceFrom(pixels, infoSurface->w, infoSurface->h, infoSurface->format->BitsPerPixel, infoSurface->w * infoSurface->format->BytesPerPixel, infoSurface->format->Rmask, infoSurface->format->Gmask, infoSurface->format->Bmask, infoSurface->format->Amask);
if (saveSurface == NULL) {
std::cerr << "Couldn't create SDL_Surface from renderer pixel data. SDL_GetError() - " << SDL_GetError() << "\n";
delete[] pixels;
return false;
}
SDL_SaveBMP(saveSurface, filepath.c_str());
SDL_FreeSurface(saveSurface);
saveSurface = NULL;
}
delete[] pixels;
}
SDL_FreeSurface(infoSurface);
infoSurface = NULL;
}
return true;
}
干杯! -尼尔
于 2013-11-27T03:43:18.640 回答
9
If you are using OpenGL with SDL2 you can call glReadPixels
directly instead of using the info surface and renderer. Here is an example (without error checking).
void Screenshot(int x, int y, int w, int h, const char * filename)
{
unsigned char * pixels = new unsigned char[w*h*4]; // 4 bytes for RGBA
glReadPixels(x,y,w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, 0,0,0,0);
SDL_SaveBMP(surf, filename);
SDL_FreeSurface(surf);
delete [] pixels;
}
Here's the SDL wiki page with an example of setting up the window and an OpenGL context.
Edit: If you are tempted to copy/paste this snippet, remember to add some error checking
于 2014-04-15T18:13:43.133 回答
1
void Screenshot(int x, int y, int w, int h, const char * filename)
{
Uint32 rmask, gmask, bmask, amask;
rmask = 0x000000ff;
gmask = 0x0000ff00;
bmask = 0x00ff0000;
amask = 0xff000000;
unsigned char * pixels = new unsigned char[w*h*4]; // 4 bytes for RGBA
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(pixels, w, h, 8*4, w*4, rmask, gmask, bmask, amask);
SDL_SaveBMP(surf, filename);
SDL_FreeSurface(surf);
delete [] pixels;
}
于 2021-03-03T11:44:11.727 回答