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Posted

I've managed to get a Buffer (and Texture) filled with the current screen. I want to write it to a file, so my game will have a builtin screenshot feature.

Leadwerks 2 apparently had a function SaveBuffer which would do exactly what I want, but as far as I can tell it doesn't exist or has been renamed to something else.

So, before I try to manually write the bytes to a file, does anyone know if there is a current function for writing a buffer to an image file? (Or maybe there is complete function for taking a screenshot that I don't know about?)

 

EDIT: How do I even get individual values out of a buffer?

Posted

yes it does:

if self.window:KeyHit(Key.P) then self.context:Screenshot() end

which puts an image into "C:\Users\XXXX\AppData\Local/xProjectNamex/Screenshots/screenshot1.tga" on windows.

 

I preferred the old LE2 way where you had control over where the file was created.

 

EDIT-- ooh ok just saw that you can specify the file path and name:

if self.window:KeyHit(Key.P) then self.context:Screenshot("C:/example.tga") end

 

excellent!

  • Upvote 1

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

Maybe anyone could post a whole list of these functions?

What would be the point? If you have the c++ version you have the header files, if you dont then you cant use them...

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Posted

Because digging through the source is not the same as documentation.

 

He wants a list of functions (methods really) from the headder files - how is that any different than "digging through the source"

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Posted

He wants a list of functions (methods really) from the headder files - how is that any different than "digging through the source"

What would be the point? If you have the c++ version you have the header files, if you dont then you cant use them...

Not everyone has the c++ version. While its not exactly the most efficient way to have documentation - having a list of available commands that show the parameters is useful. It looks like Josh has commented the ones that were exposed to lua.

 

Another method I have done is to perform a dump of all globals in LE's lua implementation that show at least the available lua commands for LE classes.

globals.txt

  • Upvote 2

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

My point was ; not all methods are mapped to lua

System:

Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k

Posted

My point was ; not all methods are mapped to lua

And my point and others is: majority of them are exposed to lua and if we can't get official documentation then I see no reason why it hurts to have these posted. I personally would not have been able to do any of the shader effects I have done in lua without shadmar posting the c++ info about buffers here: http://www.leadwerks.com/werkspace/topic/10171-buffer-commands-exposed-to-lua-with-documentation/#entry75328

 

Granted all of this would be moot if the official documentation was completed.

Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590

LE / 3DWS / BMX / Hexagon

macklebee's channel

Posted

Thanks very much everyone, context:Screenshot() works perfect, just have to make sure the filename is named with .tga extension.

 

UPDATE: If you call Screenshot() with no filename and you are using Steam, it puts it in your Steam screenshots folder (awesome) !

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