This method can be used to capture a screenshot.
This method will cause the contents of the framebuffer to be copied to a Pixmap when the first frame is rendered after the next call to World::Render. The captured image will be available in the array returned by Framebuffer:GetCaptures. One frame will be captured for each call to this method.
#include "UltraEngine.h"
using namespace UltraEngine;
void main(const char* args, const int argc)
{
//Get the displays
auto displays = GetDisplays();
//Create a window
auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_TITLEBAR | WINDOW_CENTER);
//Create a framebuffer
auto framebuffer = CreateFramebuffer(window);
//Create a world
auto world = CreateWorld();
//Create a camera
auto camera = CreateCamera(world);
camera->SetClearColor(0.125f);
camera->SetPosition(0, 0, -2);
//Create a light
auto light = CreateBoxLight(world);
light->SetRotation(45, 35, 0);
light->SetRange(-10, 10);
light->SetColor(2);
//Create a model
auto box = CreateBox(world);
box->SetColor(0, 0, 1);
//Load the FreeImage plugin
auto plugin = LoadPlugin("Plugins/FITextureLoader");
//Main loop
while (!window->Closed() and !window->KeyHit(KEY_ESCAPE))
{
//Rotate the model
box->Turn(0, 1, 0);
//Press the space key to queue a screenshot
if (window->KeyHit(KEY_SPACE)) framebuffer->Capture();
//Look for captured frames
auto caps = framebuffer->GetCaptures();
for (auto pixmap : caps)
{
auto path = GetPath(PATH_DESKTOP) + "/screenshot.jpg";
pixmap->Save(path);
RunFile(path);
}
//Update world
world->Update();
//Render world
world->Render(framebuffer, true);
}
}