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ScreenUtils (libgdx API)
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com.badlogic.gdx.utils</FONT>
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Class ScreenUtils</H2>
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<PRE>
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java.lang.Object
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  <IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.utils.ScreenUtils</B>
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<DT><PRE>public class <B>ScreenUtils</B><DT>extends java.lang.Object</DL>
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</PRE>
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<P>
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Class with static helper methods that provide access to the default OpenGL FrameBuffer. These methods can be used to get the
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 entire screen content or a portion thereof.
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<DT><B>Author:</B></DT>
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  <DD>espitz</DD>
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<B>Constructor Summary</B></FONT></TH>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#ScreenUtils()">ScreenUtils</A></B>()</CODE>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;</TD>
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<B>Method Summary</B></FONT></TH>
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<CODE>static&nbsp;byte[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferPixels(boolean)">getFrameBufferPixels</A></B>(boolean&nbsp;flipY)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4.</TD>
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<CODE>static&nbsp;byte[]</CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferPixels(int, int, int, int, boolean)">getFrameBufferPixels</A></B>(int&nbsp;x,
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                     int&nbsp;y,
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                     int&nbsp;w,
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                     int&nbsp;h,
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                     boolean&nbsp;flipY)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns a portion of the default framebuffer contents specified by x, y, width and height, as a byte[] array with a length
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 equal to the specified width * height * 4.</TD>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
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<CODE>static&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferTexture()">getFrameBufferTexture</A></B>()</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the default framebuffer contents as a <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion</CODE></A> with a width and height equal to the current screen
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 size.</TD>
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<CODE>static&nbsp;<A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</A></CODE></FONT></TD>
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferTexture(int, int, int, int)">getFrameBufferTexture</A></B>(int&nbsp;x,
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                      int&nbsp;y,
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                      int&nbsp;w,
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                      int&nbsp;h)</CODE>
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<BR>
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns a portion of the default framebuffer contents specified by x, y, width and height as a <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion</CODE></A> with
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 the same dimensions.</TD>
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<TH ALIGN="left"><B>Methods inherited from class java.lang.Object</B></TH>
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<TD><CODE>clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait</CODE></TD>
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&nbsp;
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<A NAME="ScreenUtils()"><!-- --></A><H3>
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ScreenUtils</H3>
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<PRE>
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public <B>ScreenUtils</B>()</PRE>
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<A NAME="getFrameBufferTexture()"><!-- --></A><H3>
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getFrameBufferTexture</H3>
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<PRE>
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public static <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</A> <B>getFrameBufferTexture</B>()</PRE>
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<DL>
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<DD>Returns the default framebuffer contents as a <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion</CODE></A> with a width and height equal to the current screen
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 size. The base <A HREF="../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics"><CODE>Texture</CODE></A> always has <A HREF="../../../../com/badlogic/gdx/math/MathUtils.html#nextPowerOfTwo(int)"><CODE>MathUtils.nextPowerOfTwo(int)</CODE></A> dimensions and RGBA8888 <A HREF="../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics"><CODE>Pixmap.Format</CODE></A>. It can be
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 accessed via <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html#getTexture()"><CODE>TextureRegion.getTexture()</CODE></A>. The texture is not managed and has to be reloaded manually on a context loss.
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 The returned TextureRegion is flipped along the Y axis by default.
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<P>
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<DD><DL>
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</DL>
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</DD>
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<HR>
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<A NAME="getFrameBufferTexture(int, int, int, int)"><!-- --></A><H3>
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getFrameBufferTexture</H3>
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<PRE>
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public static <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</A> <B>getFrameBufferTexture</B>(int&nbsp;x,
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                                                  int&nbsp;y,
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                                                  int&nbsp;w,
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                                                  int&nbsp;h)</PRE>
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<DL>
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<DD>Returns a portion of the default framebuffer contents specified by x, y, width and height as a <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d"><CODE>TextureRegion</CODE></A> with
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 the same dimensions. The base <A HREF="../../../../com/badlogic/gdx/graphics/Texture.html" title="class in com.badlogic.gdx.graphics"><CODE>Texture</CODE></A> always has <A HREF="../../../../com/badlogic/gdx/math/MathUtils.html#nextPowerOfTwo(int)"><CODE>MathUtils.nextPowerOfTwo(int)</CODE></A> dimensions and RGBA8888
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 <A HREF="../../../../com/badlogic/gdx/graphics/Pixmap.Format.html" title="enum in com.badlogic.gdx.graphics"><CODE>Pixmap.Format</CODE></A>. It can be accessed via <A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html#getTexture()"><CODE>TextureRegion.getTexture()</CODE></A>. This texture is not managed and has to be reloaded
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 manually on a context loss. If the width and height specified are larger than the framebuffer dimensions, the Texture will
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 be padded accordingly. Pixels that fall outside of the current screen will have RGBA values of 0.
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<P>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>x</CODE> - the x position of the framebuffer contents to capture<DD><CODE>y</CODE> - the y position of the framebuffer contents to capture<DD><CODE>w</CODE> - the width of the framebuffer contents to capture<DD><CODE>h</CODE> - the height of the framebuffer contents to capture</DL>
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</DD>
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<HR>
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<A NAME="getFrameBufferPixels(boolean)"><!-- --></A><H3>
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getFrameBufferPixels</H3>
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<PRE>
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public static byte[] <B>getFrameBufferPixels</B>(boolean&nbsp;flipY)</PRE>
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<DL>
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<DD>Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4. The byte[] will
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 always contain RGBA8888 data. Because of differences in screen and image origins the framebuffer contents should be flipped
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 along the Y axis if you intend save them to disk as a bitmap. Flipping is not a cheap operation, so use this functionality
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 wisely.
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<P>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>flipY</CODE> - whether to flip pixels along Y axis</DL>
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</DD>
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</DL>
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<HR>
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<A NAME="getFrameBufferPixels(int, int, int, int, boolean)"><!-- --></A><H3>
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getFrameBufferPixels</H3>
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<PRE>
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public static byte[] <B>getFrameBufferPixels</B>(int&nbsp;x,
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                                          int&nbsp;y,
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                                          int&nbsp;w,
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                                          int&nbsp;h,
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                                          boolean&nbsp;flipY)</PRE>
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<DL>
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<DD>Returns a portion of the default framebuffer contents specified by x, y, width and height, as a byte[] array with a length
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 equal to the specified width * height * 4. The byte[] will always contain RGBA8888 data. If the width and height specified
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 are larger than the framebuffer dimensions, the Texture will be padded accordingly. Pixels that fall outside of the current
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 screen will have RGBA values of 0. Because of differences in screen and image origins the framebuffer contents should be
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 flipped along the Y axis if you intend save them to disk as a bitmap. Flipping is not cheap operation, so use this
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 functionality wisely.
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<P>
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<DD><DL>
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<DT><B>Parameters:</B><DD><CODE>flipY</CODE> - whether to flip pixels along Y axis</DL>
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                                <div style="font-size:9pt"><i>
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                                Copyright 2010 Mario Zechner (contact@badlogicgames.com), Nathan Sweet (admin@esotericsoftware.com)
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</BODY>
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</HTML>