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62 lines
2.3 KiB
C++
62 lines
2.3 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include "Common/File/Path.h"
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#include <functional>
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struct GPUDebugBuffer;
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namespace Draw {
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class DrawContext;
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}
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enum class ScreenshotFormat {
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PNG,
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JPG,
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};
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// NOTE: The first two may need rotation, depending on the backend and screen orientation.
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// This is handled internally in TakeGameScreenshot().
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enum ScreenshotType {
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// What's being show on screen (e.g. including FPS, etc.)
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SCREENSHOT_OUTPUT,
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// What the game rendered (e.g. at render resolution) to the display.
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SCREENSHOT_DISPLAY,
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// What the game is in-progress rendering now.
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SCREENSHOT_RENDER,
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};
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enum class ScreenshotResult {
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ScreenshotNotPossible,
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DelayedResult, // This specifies that the actual result is one of the two below and will arrive in the callback.
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// These result can be delayed and arrive in the callback, if one is specified.
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FailedToWriteFile,
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Success,
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};
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const u8 *ConvertBufferToScreenshot(const GPUDebugBuffer &buf, bool alpha, u8 *&temp, u32 &w, u32 &h);
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// Can only be used while in game.
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// If the callback is passed in, the saving action happens on a background thread.
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ScreenshotResult TakeGameScreenshot(Draw::DrawContext *draw, const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int maxRes = -1, std::function<void(bool success)> callback = nullptr);
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bool Save888RGBScreenshot(const Path &filename, ScreenshotFormat fmt, const u8 *bufferRGB888, int w, int h);
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bool Save8888RGBAScreenshot(const Path &filename, const u8 *bufferRGBA8888, int w, int h);
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// Overallocate bufferPNG for better encoding speed.
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bool Save8888RGBAScreenshot(std::vector<uint8_t> &bufferPNG, const u8 *bufferRGBA8888, int w, int h);
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