// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include "Common/File/Path.h" #include struct GPUDebugBuffer; namespace Draw { class DrawContext; } enum class ScreenshotFormat { PNG, JPG, }; // NOTE: The first two may need rotation, depending on the backend and screen orientation. // This is handled internally in TakeGameScreenshot(). enum class ScreenshotType { // What's being shown on the screen of the host device (e.g. including FPS, etc.) Output, // What the game has rendered and is presenting (e.g. at render resolution) to the display. Display, // What the game is in-progress rendering now. Should only be used by the debugger. Render, }; enum class ScreenshotResult { ScreenshotNotPossible, FailedToWriteFile, Success, }; const u8 *ConvertBufferToScreenshot(const GPUDebugBuffer &buf, bool alpha, u8 *&temp, u32 &w, u32 &h); // Can only be used while in game. // If the callback is passed in, the saving action happens on a background thread. void ScheduleScreenshot(const Path &filename, ScreenshotFormat fmt, ScreenshotType type, int maxRes, std::function &&callback); bool ScreenshotNotifyPostGameRender(Draw::DrawContext *draw); bool ScreenshotNotifyEndOfFrame(Draw::DrawContext *draw); bool Save888RGBScreenshot(const Path &filename, ScreenshotFormat fmt, const u8 *bufferRGB888, int w, int h); bool Save8888RGBAScreenshot(const Path &filename, const u8 *bufferRGBA8888, int w, int h); // Overallocate bufferPNG for better encoding speed. bool Save8888RGBAScreenshot(std::vector &bufferPNG, const u8 *bufferRGBA8888, int w, int h); // Handles generating filename etc. // Can be called from any thread, but will run the screenshot code on the main thread. void TakeUserScreenshot();