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ScreenUtils (libgdx API)
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com.badlogic.gdx.utils
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Class ScreenUtils
</H2>
<PRE>
java.lang.Object
<IMG SRC="../../../../resources/inherit.gif" ALT="extended by "><B>com.badlogic.gdx.utils.ScreenUtils
</B>
</PRE>
<HR>
<DL>
<DT><PRE>public class
<B>ScreenUtils
</B><DT>extends java.lang.Object
</DL>
</PRE>
<P>
Class with static helper methods that provide access to the default OpenGL FrameBuffer. These methods can be used to get the
entire screen content or a portion thereof.
<P>
<P>
<DL>
<DT><B>Author:
</B></DT>
<DD>espitz
</DD>
</DL>
<HR>
<P>
<!-- ======== CONSTRUCTOR SUMMARY ======== -->
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<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#ScreenUtils()">ScreenUtils
</A></B>()
</CODE>
<BR>
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<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
byte[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferPixels(boolean)">getFrameBufferPixels
</A></B>(boolean
flipY)
</CODE>
<BR>
Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
byte[]
</CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferPixels(int, int, int, int, boolean)">getFrameBufferPixels
</A></B>(int
x,
int
y,
int
w,
int
h,
boolean
flipY)
</CODE>
<BR>
Returns a portion of the default framebuffer contents specified by x, y, width and height, as a byte[] array with a length
equal to the specified width * height * 4.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
<A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferTexture()">getFrameBufferTexture
</A></B>()
</CODE>
<BR>
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
size.
</TD>
</TR>
<TR BGCOLOR="white" CLASS="TableRowColor">
<TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1">
<CODE>static
<A HREF="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion
</A></CODE></FONT></TD>
<TD><CODE><B><A HREF="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferTexture(int, int, int, int)">getFrameBufferTexture
</A></B>(int
x,
int
y,
int
w,
int
h)
</CODE>
<BR>
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
the same dimensions.
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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
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<A NAME="ScreenUtils()"><!-- --></A><H3>
ScreenUtils
</H3>
<PRE>
public
<B>ScreenUtils
</B>()
</PRE>
<DL>
</DL>
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<A NAME="getFrameBufferTexture()"><!-- --></A><H3>
getFrameBufferTexture
</H3>
<PRE>
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>
<DL>
<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
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
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.
The returned TextureRegion is flipped along the Y axis by default.
<P>
<DD><DL>
</DL>
</DD>
</DL>
<HR>
<A NAME="getFrameBufferTexture(int, int, int, int)"><!-- --></A><H3>
getFrameBufferTexture
</H3>
<PRE>
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
x,
int
y,
int
w,
int
h)
</PRE>
<DL>
<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
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
<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
manually on a context loss. If the width and height specified are larger than the framebuffer dimensions, the Texture will
be padded accordingly. Pixels that fall outside of the current screen will have RGBA values of 0.
<P>
<DD><DL>
<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>
</DD>
</DL>
<HR>
<A NAME="getFrameBufferPixels(boolean)"><!-- --></A><H3>
getFrameBufferPixels
</H3>
<PRE>
public static byte[]
<B>getFrameBufferPixels
</B>(boolean
flipY)
</PRE>
<DL>
<DD>Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4. The byte[] will
always contain RGBA8888 data. Because of differences in screen and image origins the framebuffer contents should be flipped
along the Y axis if you intend save them to disk as a bitmap. Flipping is not a cheap operation, so use this functionality
wisely.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>flipY
</CODE> - whether to flip pixels along Y axis
</DL>
</DD>
</DL>
<HR>
<A NAME="getFrameBufferPixels(int, int, int, int, boolean)"><!-- --></A><H3>
getFrameBufferPixels
</H3>
<PRE>
public static byte[]
<B>getFrameBufferPixels
</B>(int
x,
int
y,
int
w,
int
h,
boolean
flipY)
</PRE>
<DL>
<DD>Returns a portion of the default framebuffer contents specified by x, y, width and height, as a byte[] array with a length
equal to the specified width * height * 4. The byte[] will always contain RGBA8888 data. If the width and height specified
are larger than the framebuffer dimensions, the Texture will be padded accordingly. Pixels that fall outside of the current
screen will have RGBA values of 0. Because of differences in screen and image origins the framebuffer contents should be
flipped along the Y axis if you intend save them to disk as a bitmap. Flipping is not cheap operation, so use this
functionality wisely.
<P>
<DD><DL>
<DT><B>Parameters:
</B><DD><CODE>flipY
</CODE> - whether to flip pixels along Y axis
</DL>
</DD>
</DL>
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