更多精彩分享:http://blog.csdn.net/u010229677
3.1版本:
bool 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{ CCLOG("cocos2d: the image can only be saved as JPG or PNG format"); return false; } } else { CCLOG("cocos2d: the image can only be saved as JPG or PNG format"); return false ; } //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,GL_DEPTH24_STENCIL8); //最后一个参数省略的话,对clippingnode截图是无效的 //清空并开始获取 renderTexture->beginWithClear(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); }; return true; }
调用的话:
Director::getInstance()->saveScreenshot("sss.png", nullptr);
3.2版本:
#include "base/ccUtils.h" utils::captureScreen([](){log("ok");},"dd.png");原文链接:https://www.f2er.com/cocos2dx/346607.html