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Copy pathscreenshotManager.lua
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Copy pathscreenshotManager.lua
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79 lines (77 loc) · 3.04 KB
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local levelData=require'levelData'
local screenshotManager={}
---@class love.Image
---@class love.SpriteBatch
---@class ScreenShot
---@field image love.Image
---@field quad love.Quad
---@field zoom number -- zoom ratio of screenshot relative to 500x600. should be divided when drawing
---@field batch love.SpriteBatch
---@type ScreenShot[]
screenshotManager.data={}
local screenshotDir='screenshots'
love.filesystem.createDirectory(screenshotDir)
local function oldPath(level,scene)
return screenshotDir..'/scr_'..level..'_'..scene..'.png'
end
local function path(id)
return screenshotDir..'/scr_'..id..'.png'
end
local function prePath(id)
return screenshotDir..'/scr_pre_'..id..'.png'
end
--- func description: get the quad for drawing the real area of a screenshot image
---@param image love.Image
---@return love.Quad,number zoom
local function getQuad(image)
local width,height=image:getWidth(),image:getHeight()
-- window size can vary, so screenshot size can vary too. the real area is 500x600 at center of viewport size 800x600
local realWidth,realHeight=500,600
local viewportWidth,viewportHeight=800,600
local zoom=math.min(width/viewportWidth,height/viewportHeight)
local xOffset=(width-viewportWidth*zoom)/2
local yOffset=(height-viewportHeight*zoom)/2 -- the offset to viewport
xOffset=xOffset+(viewportWidth-realWidth)/2*zoom -- the offset to real area
yOffset=yOffset+(viewportHeight-realHeight)/2*zoom
return love.graphics.newQuad(xOffset,yOffset,realWidth*zoom,realHeight*zoom,width,height),zoom
end
for id,value in pairs(levelData.ID2LevelScene) do
local data={}
screenshotManager.data[id]=data
local path=path(id)
local level,scene=value.level,value.scene
if love.filesystem.read(path)then
data.image=love.graphics.newImage(path)
else
local oldPath=oldPath(level,scene)
if love.filesystem.read(oldPath)then
data.image=love.graphics.newImage(oldPath)
love.filesystem.write(path, love.filesystem.read(oldPath))
love.filesystem.remove(oldPath)
else
goto continue
end
end
data.quad,data.zoom=getQuad(data.image)
data.batch=love.graphics.newSpriteBatch(data.image,5,'stream')
::continue::
end
function screenshotManager.preSave(levelID)
-- when player is about to win, make a screenshot
local path=prePath(levelID)
-- Capture a screenshot of the current screen
love.graphics.captureScreenshot(path)
-- love.graphics.captureScreenshot(path)
end
function screenshotManager.save(levelID)
-- when player actually wins, save the screenshot to the final path and prepare for display in level choosing menu
local pre_path=prePath(levelID)
local path=path(levelID)
love.filesystem.write(path, love.filesystem.read(pre_path))
love.filesystem.remove(pre_path)
local data=screenshotManager.data[levelID]
data.image=love.graphics.newImage(path)
data.quad,data.zoom=getQuad(data.image)
data.batch=love.graphics.newSpriteBatch(data.image,5,'stream')
end
return screenshotManager