// Takes in the list of games and creates the appropriate labels etc. for those games public void buildList() { // Instantiate the game label manager and store the reference gameLabelManager = Instantiate(gameLabelManagerPrefab) as GameLabelManager; gameLabelManager.playlistManager = this; gameLabelManager.transform.SetParent(transform); gameLabelManager.transform.position = transform.position; gameLabelManager.initialize(); // Instantiate the screenshot manager and store the reference screenshotManager = Instantiate(screenshotManagerPrefab) as ScreenshotManager; screenshotManager.playlistManager = this; screenshotManager.transform.SetParent (transform); screenshotManager.transform.position = transform.position; screenshotManager.initialize(); }
public void MakeScreenshot() { SoundController.instance.Play("camshot", .05f, 1f); StartCoroutine(ScreenshotManager.Save("SafePhone", "SafePhone", true)); }
public ScreenshotController(ScreenshotManager m) { client = new HttpClient(); client.Timeout = TimeSpan.FromSeconds(10); manager = m; }
public ScreenshotManager GetScreenshotManager() { return _screenshotManager ?? (_screenshotManager = new ScreenshotManager()); }
public void OnSaveImagePress() { ScreenshotManager.SaveImage(texture, "MyImage", "MyImages", "png"); }
public void OnSaveScreenshotPress() { ScreenshotManager.SaveScreenshot("MyScreenshot", "ScreenshotApp", "jpeg"); ui.alpha = 0; uilogo.alpha = 1; }
protected override void LoadComplete() { // this needs to be cached before base.LoadComplete as it is used by CursorOverrideContainer. dependencies.Cache(screenshotManager = new ScreenshotManager()); base.LoadComplete(); // The next time this is updated is in UpdateAfterChildren, which occurs too late and results // in the cursor being shown for a few frames during the intro. // This prevents the cursor from showing until we have a screen with CursorVisible = true CursorOverrideContainer.CanShowCursor = currentScreen?.CursorVisible ?? false; // hook up notifications to components. SkinManager.PostNotification = n => notifications?.Post(n); BeatmapManager.PostNotification = n => notifications?.Post(n); BeatmapManager.GetStableStorage = GetStorageForStableInstall; AddRange(new Drawable[] { new VolumeControlReceptor { RelativeSizeAxes = Axes.Both, ActionRequested = action => volume.Adjust(action) }, mainContent = new Container { RelativeSizeAxes = Axes.Both }, overlayContent = new Container { RelativeSizeAxes = Axes.Both, Depth = float.MinValue }, }); loadComponentSingleFile(screenStack = new Loader(), d => { screenStack.ModePushed += screenAdded; screenStack.Exited += screenRemoved; mainContent.Add(screenStack); }); loadComponentSingleFile(Toolbar = new Toolbar { Depth = -5, OnHome = delegate { hideAllOverlays(); intro?.ChildScreen?.MakeCurrent(); }, }, overlayContent.Add); loadComponentSingleFile(volume = new VolumeOverlay(), overlayContent.Add); loadComponentSingleFile(onscreenDisplay = new OnScreenDisplay(), Add); loadComponentSingleFile(screenshotManager, Add); //overlay elements loadComponentSingleFile(direct = new DirectOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(social = new SocialOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(chat = new ChatOverlay { Depth = -1 }, mainContent.Add); loadComponentSingleFile(settings = new MainSettings { GetToolbarHeight = () => ToolbarOffset, Depth = -1 }, overlayContent.Add); loadComponentSingleFile(userProfile = new UserProfileOverlay { Depth = -2 }, mainContent.Add); loadComponentSingleFile(beatmapSetOverlay = new BeatmapSetOverlay { Depth = -3 }, mainContent.Add); loadComponentSingleFile(musicController = new MusicController { Depth = -4, Position = new Vector2(0, Toolbar.HEIGHT), Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, overlayContent.Add); loadComponentSingleFile(notifications = new NotificationOverlay { GetToolbarHeight = () => ToolbarOffset, Depth = -4, Anchor = Anchor.TopRight, Origin = Anchor.TopRight, }, overlayContent.Add); loadComponentSingleFile(dialogOverlay = new DialogOverlay { Depth = -6, }, overlayContent.Add); forwardLoggedErrorsToNotifications(); dependencies.Cache(settings); dependencies.Cache(onscreenDisplay); dependencies.Cache(social); dependencies.Cache(direct); dependencies.Cache(chat); dependencies.Cache(userProfile); dependencies.Cache(musicController); dependencies.Cache(beatmapSetOverlay); dependencies.Cache(notifications); dependencies.Cache(dialogOverlay); // ensure only one of these overlays are open at once. var singleDisplayOverlays = new OverlayContainer[] { chat, social, direct }; foreach (var overlay in singleDisplayOverlays) { overlay.StateChanged += state => { if (state == Visibility.Hidden) { return; } foreach (var c in singleDisplayOverlays) { if (c == overlay) { continue; } c.State = Visibility.Hidden; } }; } var singleDisplaySideOverlays = new OverlayContainer[] { settings, notifications }; foreach (var overlay in singleDisplaySideOverlays) { overlay.StateChanged += state => { if (state == Visibility.Hidden) { return; } foreach (var c in singleDisplaySideOverlays) { if (c == overlay) { continue; } c.State = Visibility.Hidden; } }; } // eventually informational overlays should be displayed in a stack, but for now let's only allow one to stay open at a time. var informationalOverlays = new OverlayContainer[] { beatmapSetOverlay, userProfile }; foreach (var overlay in informationalOverlays) { overlay.StateChanged += state => { if (state == Visibility.Hidden) { return; } foreach (var c in informationalOverlays) { if (c == overlay) { continue; } c.State = Visibility.Hidden; } }; } void updateScreenOffset() { float offset = 0; if (settings.State == Visibility.Visible) { offset += ToolbarButton.WIDTH / 2; } if (notifications.State == Visibility.Visible) { offset -= ToolbarButton.WIDTH / 2; } screenStack.MoveToX(offset, SettingsOverlay.TRANSITION_LENGTH, Easing.OutQuint); } settings.StateChanged += _ => updateScreenOffset(); notifications.StateChanged += _ => updateScreenOffset(); notifications.Enabled.BindTo(ShowOverlays); ShowOverlays.ValueChanged += show => { //central game screen change logic. if (!show) { hideAllOverlays(); musicController.State = Visibility.Hidden; Toolbar.State = Visibility.Hidden; } else { Toolbar.State = Visibility.Visible; } }; }
void Start() { screenshotManager = this.gameObject.GetComponent( typeof( ScreenshotManager ) ) as ScreenshotManager; }