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<h2 title="Class ScreenUtils" class="title">Class ScreenUtils</h2>
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<pre>public class <span class="strong">ScreenUtils</span>
extends java.lang.Object</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Author:</span></dt>
  <dd>espitz</dd></dl>
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<td class="colOne"><code><strong><a href="../../../../com/badlogic/gdx/utils/ScreenUtils.html#ScreenUtils()">ScreenUtils</a></strong>()</code>&nbsp;</td>
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<td class="colFirst"><code>static byte[]</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferPixels(boolean)">getFrameBufferPixels</a></strong>(boolean&nbsp;flipY)</code>
<div class="block">Returns the default framebuffer contents as a byte[] array with a length equal to screen width * height * 4.</div>
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<td class="colFirst"><code>static byte[]</code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferPixels(int, int, int, int, boolean)">getFrameBufferPixels</a></strong>(int&nbsp;x,
                    int&nbsp;y,
                    int&nbsp;w,
                    int&nbsp;h,
                    boolean&nbsp;flipY)</code>
<div class="block">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.</div>
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<td class="colFirst"><code>static <a href="../../../../com/badlogic/gdx/graphics/Pixmap.html" title="class in com.badlogic.gdx.graphics">Pixmap</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferPixmap(int, int, int, int)">getFrameBufferPixmap</a></strong>(int&nbsp;x,
                    int&nbsp;y,
                    int&nbsp;w,
                    int&nbsp;h)</code>&nbsp;</td>
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<td class="colFirst"><code>static <a href="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferTexture()">getFrameBufferTexture</a></strong>()</code>
<div class="block">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.</div>
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<td class="colFirst"><code>static <a href="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</a></code></td>
<td class="colLast"><code><strong><a href="../../../../com/badlogic/gdx/utils/ScreenUtils.html#getFrameBufferTexture(int, int, int, int)">getFrameBufferTexture</a></strong>(int&nbsp;x,
                     int&nbsp;y,
                     int&nbsp;w,
                     int&nbsp;h)</code>
<div class="block">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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<pre>public&nbsp;ScreenUtils()</pre>
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<pre>public static&nbsp;<a href="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</a>&nbsp;getFrameBufferTexture()</pre>
<div class="block">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.</div>
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<pre>public static&nbsp;<a href="../../../../com/badlogic/gdx/graphics/g2d/TextureRegion.html" title="class in com.badlogic.gdx.graphics.g2d">TextureRegion</a>&nbsp;getFrameBufferTexture(int&nbsp;x,
                                  int&nbsp;y,
                                  int&nbsp;w,
                                  int&nbsp;h)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>x</code> - the x position of the framebuffer contents to capture</dd><dd><code>y</code> - the y position of the framebuffer contents to capture</dd><dd><code>w</code> - the width of the framebuffer contents to capture</dd><dd><code>h</code> - the height of the framebuffer contents to capture</dd></dl>
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<pre>public static&nbsp;<a href="../../../../com/badlogic/gdx/graphics/Pixmap.html" title="class in com.badlogic.gdx.graphics">Pixmap</a>&nbsp;getFrameBufferPixmap(int&nbsp;x,
                          int&nbsp;y,
                          int&nbsp;w,
                          int&nbsp;h)</pre>
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<pre>public static&nbsp;byte[]&nbsp;getFrameBufferPixels(boolean&nbsp;flipY)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>flipY</code> - whether to flip pixels along Y axis</dd></dl>
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<pre>public static&nbsp;byte[]&nbsp;getFrameBufferPixels(int&nbsp;x,
                          int&nbsp;y,
                          int&nbsp;w,
                          int&nbsp;h,
                          boolean&nbsp;flipY)</pre>
<div class="block">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.</div>
<dl><dt><span class="strong">Parameters:</span></dt><dd><code>flipY</code> - whether to flip pixels along Y axis</dd></dl>
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