コード例 #1
0
ファイル: GameDemos.cs プロジェクト: GodLesZ/svn-dump
		private void Screenshot() {
			using( ResolveTexture2D screenshot = new ResolveTexture2D( graphics.GraphicsDevice, graphics.GraphicsDevice.PresentationParameters.BackBufferWidth, graphics.GraphicsDevice.PresentationParameters.BackBufferHeight, 1, SurfaceFormat.Color ) ) {
				GraphicsDevice.ResolveBackBuffer( screenshot );

				screenshot.Save( "screenshot.jpg", ImageFileFormat.Jpg );
			}
		}
コード例 #2
0
 public void TakeScreenShot(string path)
 {
     this.spriteBatch.Begin();
     for (int num = 0; num != this.listSprite.Count; num++)
     {
         this.listSprite[num].Draw(this.spriteBatch);
     }
     this.spriteBatch.End();
     ResolveTexture2D resolveTexture2D = new ResolveTexture2D(base.GraphicsDevice, base.GraphicsDevice.PresentationParameters.BackBufferWidth, base.GraphicsDevice.PresentationParameters.BackBufferHeight, 1, SurfaceFormat.Color);
     base.GraphicsDevice.ResolveBackBuffer(resolveTexture2D);
     resolveTexture2D.Save(path, ImageFileFormat.Bmp);
 }
コード例 #3
0
ファイル: XnaRenderWindow.cs プロジェクト: Christof/afterglow
        /// <summary>
        /// Takes a screenshot.
        /// </summary>
        /// <param name="filename">The filename.</param>
        public void TakeScreenshot(string filename)
        {
            using (var texture2D = new ResolveTexture2D(
                mDevice, WIDTH, HEIGHT, 1, SurfaceFormat.Color))
            {
                mDevice.ResolveBackBuffer(texture2D);

                texture2D.Save(filename, ImageFileFormat.Bmp);
            }
        }
コード例 #4
0
        private void MakeScreenshot()
        {
            try
            {
                //NOTE: This doesn't always work on all cards, especially if
                // desktop mode switches in fullscreen mode!

                screenshotNum++;
                // Make sure screenshots directory exists
                if (Directory.Exists(Directories.ScreenshotsDirectory) == false)
                    Directory.CreateDirectory(Directories.ScreenshotsDirectory);

                using (ResolveTexture2D dstTexture = new ResolveTexture2D(
                    BaseGame.Device,
                    BaseGame.Width, BaseGame.Height, 1,
                    SurfaceFormat.Color))
                {
                    // Get data with help of the resolve method
                    BaseGame.Device.ResolveBackBuffer(dstTexture);

                    dstTexture.Save(
                        ScreenshotNameBuilder(screenshotNum),
                        ImageFileFormat.Jpg);
                } // using
            } // try
            catch (Exception ex)
            {
                Log.Write("Failed to save Screenshot: " + ex.ToString());
            } // catch (ex)
        }
コード例 #5
0
ファイル: SPW_Game.cs プロジェクト: superwills/SPW_Classic
    /// <summary>
    /// This old way doesn't work that well.  Use the new way.
    /// </summary>
    private void checkScreenShotOld()
    {
        if( ScreenShot == true )
        {
          // stamp with time and dump to disk.
          string filename = SPW.path + DateTime.Now.ToString( "MMM_dd_yy__HH_mm_ss_ffffff" ) + ".png";

          sw[ "screenshot" ] = new StringItem( "Took screenshot:  " + filename + ".  Press '5'", 20, graphics.PreferredBackBufferHeight - 40 );

          ResolveTexture2D rt = new ResolveTexture2D( GraphicsDevice,
        graphics.PreferredBackBufferWidth,
        graphics.PreferredBackBufferHeight,
        1, SurfaceFormat.HalfVector4 );

          GraphicsDevice.ResolveBackBuffer( rt );

          // Put this on a seperate thread, maybe.
          rt.Save( filename, ImageFileFormat.Png );

          ScreenShot = false;
        }
    }
コード例 #6
0
ファイル: PlayGameScreen.cs プロジェクト: sikora507/OpenC1
        private void TakeScreenshot()
        {
            int count = Directory.GetFiles(StorageContainer.TitleLocation+"\\", "ndump*.bmp").Length + 1;
            string name = "\\ndump" + count.ToString("000") + ".bmp";

            GraphicsDevice device = Engine.Device;
            using (ResolveTexture2D screenshot = new ResolveTexture2D(device, device.PresentationParameters.BackBufferWidth, device.PresentationParameters.BackBufferHeight, 1, SurfaceFormat.Color))
            {
                device.ResolveBackBuffer(screenshot);
                screenshot.Save(StorageContainer.TitleLocation + name, ImageFileFormat.Bmp);
            }

            //MessageRenderer.Instance.PostHeaderMessage("Screenshot dumped to " + name, 3);
        }
コード例 #7
0
 private void UpDownIcon_ValueChanged(object sender, EventArgs e)
 {
     try
     {
         if (this.IconBmp != null)
         {
             this.IconBmp.Dispose();
         }
         PresentationParameters presentationParameters = new PresentationParameters();
         presentationParameters.AutoDepthStencilFormat = DepthFormat.Depth24;
         presentationParameters.BackBufferCount = 1;
         presentationParameters.BackBufferFormat = SurfaceFormat.Color;
         presentationParameters.BackBufferHeight = 39;
         presentationParameters.BackBufferWidth = 39;
         presentationParameters.EnableAutoDepthStencil = true;
         presentationParameters.FullScreenRefreshRateInHz = 0;
         presentationParameters.IsFullScreen = false;
         presentationParameters.MultiSampleQuality = 0;
         presentationParameters.MultiSampleType = MultiSampleType.NonMaskable;
         presentationParameters.PresentationInterval = PresentInterval.One;
         presentationParameters.PresentOptions = PresentOptions.None;
         presentationParameters.RenderTargetUsage = RenderTargetUsage.DiscardContents;
         presentationParameters.SwapEffect = SwapEffect.Discard;
         GraphicsDevice graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, DeviceType.Hardware, new Panel().Handle, presentationParameters);
         this.copiedIcon = new Sprite(graphicsDevice);
         int index = Convert.ToInt32(this.numericUpDownIcon.Value) / 169;
         int index2 = Convert.ToInt32(this.numericUpDownIcon.Value) % 169;
         this.copiedIcon.LoadTextureFromFile(this.ImportedContentFolder + "\\3DDATA\\Control\\RES\\" + this.ImportedTSI.listDDS[index].Path, new Vector2(0f, 0f), new Microsoft.Xna.Framework.Rectangle(this.ImportedTSI.listDDS[index].ListDDS_element[index2].X, this.ImportedTSI.listDDS[index].ListDDS_element[index2].Y, this.ImportedTSI.listDDS[index].ListDDS_element[index2].Width, this.ImportedTSI.listDDS[index].ListDDS_element[index2].Height));
         graphicsDevice.Clear(Microsoft.Xna.Framework.Graphics.Color.White);
         SpriteBatch spriteBatch = new SpriteBatch(graphicsDevice);
         spriteBatch.Begin(SpriteBlendMode.AlphaBlend);
         spriteBatch.Draw(this.copiedIcon.texture, new Vector2(0f, 0f), new Microsoft.Xna.Framework.Rectangle?(this.copiedIcon.sourceRectangle), Microsoft.Xna.Framework.Graphics.Color.White);
         spriteBatch.End();
         using (ResolveTexture2D resolveTexture2D = new ResolveTexture2D(graphicsDevice, graphicsDevice.PresentationParameters.BackBufferWidth, graphicsDevice.PresentationParameters.BackBufferHeight, 1, SurfaceFormat.Color))
         {
             graphicsDevice.ResolveBackBuffer(resolveTexture2D);
             resolveTexture2D.Save("Imported Icon.bmp", ImageFileFormat.Bmp);
         }
         this.pictureBox.ImageLocation = "Imported Icon.bmp";
         this.IconBmp = new Bitmap("Imported Icon.bmp");
         this.copiedIcon = new Sprite(this.textureControl.GraphicsDevice);
         this.copiedIcon.LoadTextureFromFile(this.ImportedContentFolder + "\\3DDATA\\Control\\RES\\" + this.ImportedTSI.listDDS[index].Path, new Vector2(0f, 0f), new Microsoft.Xna.Framework.Rectangle(this.ImportedTSI.listDDS[index].ListDDS_element[index2].X, this.ImportedTSI.listDDS[index].ListDDS_element[index2].Y, this.ImportedTSI.listDDS[index].ListDDS_element[index2].Width + 1, this.ImportedTSI.listDDS[index].ListDDS_element[index2].Height + 1));
     }
     catch
     {
     }
 }
コード例 #8
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update( GameTime gameTime )
        {
            KeyboardState keyState = Keyboard.GetState();
            GamePadState padState = GamePad.GetState(PlayerIndex.One);

            // Allows the game to exit
            if ((padState.Buttons.Back == ButtonState.Pressed)
                || (keyState.IsKeyDown(Keys.Escape)))
            {
                this.Exit();
            }

            //Reset
            if (keyState.IsKeyDown(Keys.R))
            {
                gameResetKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.R) && gameResetKeyDown)
            {
                gameResetKeyDown = false;

                //Reset The Game Here
                Reset();
            }

            CheckPauseMenu(keyState, Mouse.GetState());

            //Screenie
            if (keyState.IsKeyDown(Keys.PrintScreen))
            {
                gameScreenieKeyDown = true;
            }
            else if (keyState.IsKeyUp(Keys.PrintScreen) && gameScreenieKeyDown)
            {
                gameScreenieKeyDown = false;
                gamePaused = true;

                ResolveTexture2D screenShot = new ResolveTexture2D(graphics.GraphicsDevice, 400, 600, 0, SurfaceFormat.Vector4);

                graphics.GraphicsDevice.ResolveBackBuffer(screenShot);

                //Find A Place TO Save Screenshot :)
                ulong append = 0;

                if ( !Directory.Exists("Screenshots") )
                {
                    Directory.CreateDirectory("Screenshots");
                }

                while (File.Exists("Screenshots\\underAttackScreen-" + append + ".png"))
                {
                    append++;
                }

                screenShot.Save("Screenshots\\underAttackScreen-" + append + ".png", ImageFileFormat.Png);

            }

            if ((gameTime.TotalGameTime.TotalMilliseconds - lastAnimUpdate) > 100)
            {

                foreach (GameUnit unit in animations)
                {
                    if (unit.IsAnimating)
                    {
                        unit.CurrentFrame = unit.CurrentFrame + 1;
                        if (unit.CurrentFrame >= (sprites[unit.SpriteName].FrameCount))
                        {
                            deadAnims.Add(unit);
                        }
                    }
                }

                //Time Updating here too - ONLY when game is running
                if (!gameOver && !gamePaused)
                {
                    timePassed++;
                    timeParam.SetValue(timePassed / 20f);
                }
                lastAnimUpdate = gameTime.TotalGameTime.TotalMilliseconds;
            }

            if (!gameOver && !gamePaused)
            {

                //Count time alive
                timeAlive += gameTime.ElapsedGameTime.TotalSeconds;

                //Motion Input
                CheckPlayerInput(keyState);

                //Move all Units where auto-motion is req.
                MoveGameUnits();

                //Check For A Press And Release To Fire...Make Sure Every Release Is atleast 250 Ms apart
                if (keyState.IsKeyDown(Keys.Space) && !gameShootKeyDown && ((gameTime.TotalGameTime.TotalMilliseconds - lastShotUpdate) > 200) )
                {
                    gameShootKeyDown = true;
                }
                else if (keyState.IsKeyUp(Keys.Space) && gameShootKeyDown)
                {
                    GameUnit bullet = new GameUnit("bullet", playerOne.Position - new Vector2(0, 32), new Vector2(4f, 4f));
                    bullet.Velocity = new Vector2(0, -2);
                    units.Add(bullet);

                    //Update last shot time
                    lastShotUpdate = gameTime.TotalGameTime.TotalMilliseconds;

                    //Reset Press variable
                    gameShootKeyDown = false;
                }

                //Remove Dead Units
                foreach (GameUnit e in deadBullets)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadUnits)
                {
                    units.Remove(e);
                }

                foreach (GameUnit e in deadAnims)
                {
                    units.Remove(e);
                }

                //Clear already dead units.
                deadBullets.Clear();
                deadUnits.Clear();
                deadAnims.Clear();
            }
            base.Update(gameTime);
        }