mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-30 03:25:47 -05:00
324 lines
9 KiB
Haxe
324 lines
9 KiB
Haxe
package funkin.util.plugins;
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import flixel.FlxBasic;
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import flixel.FlxCamera;
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import flixel.FlxG;
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import flixel.FlxState;
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import flixel.graphics.FlxGraphic;
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import flixel.input.keyboard.FlxKey;
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import flixel.tweens.FlxEase;
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import flixel.tweens.FlxTween;
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import flixel.util.FlxColor;
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import flixel.util.FlxSignal;
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import flixel.util.FlxTimer;
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import funkin.graphics.FunkinSprite;
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import funkin.input.Cursor;
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import funkin.audio.FunkinSound;
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import openfl.display.Bitmap;
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import openfl.display.Sprite;
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import openfl.display.BitmapData;
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import openfl.display.PNGEncoderOptions;
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import openfl.geom.Matrix;
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import openfl.geom.Rectangle;
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import openfl.utils.ByteArray;
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import openfl.events.MouseEvent;
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typedef ScreenshotPluginParams =
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{
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hotkeys:Array<FlxKey>,
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?region:Rectangle,
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shouldHideMouse:Bool,
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flashColor:Null<FlxColor>,
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fancyPreview:Bool,
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};
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/**
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* What if `flixel.addons.plugin.screengrab.FlxScreenGrab` but it's better?
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* TODO: Contribute this upstream.
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*/
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class ScreenshotPlugin extends FlxBasic
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{
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public static final SCREENSHOT_FOLDER = 'screenshots';
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var _hotkeys:Array<FlxKey>;
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var _region:Null<Rectangle>;
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var _shouldHideMouse:Bool;
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var _flashColor:Null<FlxColor>;
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var _fancyPreview:Bool;
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/**
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* A signal fired before the screenshot is taken.
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*/
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public var onPreScreenshot(default, null):FlxTypedSignal<Void->Void>;
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/**
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* A signal fired after the screenshot is taken.
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* @param bitmap The bitmap that was captured.
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*/
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public var onPostScreenshot(default, null):FlxTypedSignal<Bitmap->Void>;
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public function new(params:ScreenshotPluginParams)
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{
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super();
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_hotkeys = params.hotkeys;
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_region = params.region ?? null;
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_shouldHideMouse = params.shouldHideMouse;
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_flashColor = params.flashColor;
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_fancyPreview = params.fancyPreview;
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onPreScreenshot = new FlxTypedSignal<Void->Void>();
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onPostScreenshot = new FlxTypedSignal<Bitmap->Void>();
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}
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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if (hasPressedScreenshot())
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{
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capture();
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}
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}
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/**
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* Initialize the screenshot plugin.
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*/
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public static function initialize():Void
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{
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FlxG.plugins.addPlugin(new ScreenshotPlugin(
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{
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flashColor: Preferences.flashingLights ? FlxColor.WHITE : null, // Was originally a black flash.
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// TODO: Add a way to configure screenshots from the options menu.
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hotkeys: [FlxKey.F3],
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shouldHideMouse: false,
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fancyPreview: true,
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}));
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}
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public function hasPressedScreenshot():Bool
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{
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return PlayerSettings.player1.controls.SCREENSHOT;
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}
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public function updatePreferences():Void
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{
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_flashColor = Preferences.flashingLights ? FlxColor.WHITE : null;
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}
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/**
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* Defines the region of the screen that should be captured.
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* You don't need to call this method if you want to capture the entire screen, that's the default behavior.
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*/
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public function defineCaptureRegion(x:Int, y:Int, width:Int, height:Int):Void
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{
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_region = new Rectangle(x, y, width, height);
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}
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/**
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* Capture the game screen as a bitmap.
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*/
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public function capture():Void
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{
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onPreScreenshot.dispatch();
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var captureRegion = _region != null ? _region : new Rectangle(0, 0, FlxG.stage.stageWidth, FlxG.stage.stageHeight);
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var wasMouseHidden = false;
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if (_shouldHideMouse && FlxG.mouse.visible)
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{
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wasMouseHidden = true;
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Cursor.hide();
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}
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// The actual work.
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// var bitmap = new Bitmap(new BitmapData(Math.floor(captureRegion.width), Math.floor(captureRegion.height), true, 0x00000000)); // Create a transparent empty bitmap.
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// var drawMatrix = new Matrix(1, 0, 0, 1, -captureRegion.x, -captureRegion.y); // Modifying this will scale or skew the bitmap.
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// bitmap.bitmapData.draw(FlxG.stage, drawMatrix);
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var bitmap = new Bitmap(BitmapData.fromImage(FlxG.stage.window.readPixels()));
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if (wasMouseHidden)
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{
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Cursor.show();
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}
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// Save the bitmap to a file.
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saveScreenshot(bitmap);
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// Show some feedback.
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showCaptureFeedback();
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if (_fancyPreview)
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{
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showFancyPreview(bitmap);
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}
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onPostScreenshot.dispatch(bitmap);
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}
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final CAMERA_FLASH_DURATION = 0.25;
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/**
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* Visual and audio feedback when a screenshot is taken.
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*/
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function showCaptureFeedback():Void
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{
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var flashBitmap = new Bitmap(new BitmapData(Std.int(FlxG.stage.width), Std.int(FlxG.stage.height), false, 0xFFFFFFFF));
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var flashSpr = new Sprite();
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flashSpr.addChild(flashBitmap);
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FlxG.stage.addChild(flashSpr);
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FlxTween.tween(flashSpr, {alpha: 0}, 0.15, {ease: FlxEase.quadOut, onComplete: _ -> FlxG.stage.removeChild(flashSpr)});
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// Play a sound (auto-play is true).
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FunkinSound.playOnce(Paths.sound('screenshot'), 1.0);
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}
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static final PREVIEW_INITIAL_DELAY = 0.25; // How long before the preview starts fading in.
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static final PREVIEW_FADE_IN_DURATION = 0.3; // How long the preview takes to fade in.
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static final PREVIEW_FADE_OUT_DELAY = 1.25; // How long the preview stays on screen.
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static final PREVIEW_FADE_OUT_DURATION = 0.3; // How long the preview takes to fade out.
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function showFancyPreview(bitmap:Bitmap):Void
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{
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// ermmm stealing this??
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var wasMouseHidden = false;
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if (!FlxG.mouse.visible)
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{
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wasMouseHidden = true;
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Cursor.show();
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}
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// so that it doesnt change the alpha when tweening in/out
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var changingAlpha:Bool = false;
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// fuck it, cursed locally scoped functions, purely because im lazy
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// (and so we can check changingAlpha, which is locally scoped.... because I'm lazy...)
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var onHover = function(e:MouseEvent) {
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if (!changingAlpha) e.target.alpha = 0.6;
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};
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var onHoverOut = function(e:MouseEvent) {
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if (!changingAlpha) e.target.alpha = 1;
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}
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var scale:Float = 0.25;
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var w:Int = Std.int(bitmap.bitmapData.width * scale);
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var h:Int = Std.int(bitmap.bitmapData.height * scale);
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var preview:BitmapData = new BitmapData(w, h, true);
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var matrix:openfl.geom.Matrix = new openfl.geom.Matrix();
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matrix.scale(scale, scale);
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preview.draw(bitmap.bitmapData, matrix);
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// used for movement + button stuff
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var previewSprite = new Sprite();
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previewSprite.buttonMode = true;
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previewSprite.addEventListener(MouseEvent.MOUSE_DOWN, openScreenshotsFolder);
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previewSprite.addEventListener(MouseEvent.MOUSE_OVER, onHover);
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previewSprite.addEventListener(MouseEvent.MOUSE_OUT, onHoverOut);
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FlxG.stage.addChild(previewSprite);
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previewSprite.alpha = 0.0;
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previewSprite.y -= 10;
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var previewBitmap = new Bitmap(preview);
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previewSprite.addChild(previewBitmap);
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// Wait to fade in.
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new FlxTimer().start(PREVIEW_INITIAL_DELAY, function(_) {
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// Fade in.
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changingAlpha = true;
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FlxTween.tween(previewSprite, {alpha: 1.0, y: 0}, PREVIEW_FADE_IN_DURATION,
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{
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ease: FlxEase.quartOut,
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onComplete: function(_) {
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changingAlpha = false;
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// Wait to fade out.
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new FlxTimer().start(PREVIEW_FADE_OUT_DELAY, function(_) {
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changingAlpha = true;
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// Fade out.
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FlxTween.tween(previewSprite, {alpha: 0.0, y: 10}, PREVIEW_FADE_OUT_DURATION,
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{
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ease: FlxEase.quartInOut,
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onComplete: function(_) {
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if (wasMouseHidden)
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{
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Cursor.hide();
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}
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previewSprite.removeEventListener(MouseEvent.MOUSE_DOWN, openScreenshotsFolder);
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previewSprite.removeEventListener(MouseEvent.MOUSE_OVER, onHover);
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previewSprite.removeEventListener(MouseEvent.MOUSE_OUT, onHoverOut);
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FlxG.stage.removeChild(previewSprite);
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}
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});
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});
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}
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});
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});
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}
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function openScreenshotsFolder(e:MouseEvent):Void
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{
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FileUtil.openFolder(SCREENSHOT_FOLDER);
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}
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static function getCurrentState():FlxState
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{
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var state = FlxG.state;
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while (state.subState != null)
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{
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state = state.subState;
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}
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return state;
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}
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static function getScreenshotPath():String
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{
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return '$SCREENSHOT_FOLDER/screenshot-${DateUtil.generateTimestamp()}.png';
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}
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static function makeScreenshotPath():Void
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{
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FileUtil.createDirIfNotExists(SCREENSHOT_FOLDER);
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}
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/**
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* Convert a Bitmap to a PNG ByteArray to save to a file.
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*/
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static function encodePNG(bitmap:Bitmap):ByteArray
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{
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return bitmap.bitmapData.encode(bitmap.bitmapData.rect, new PNGEncoderOptions());
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}
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/**
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* Save the generated bitmap to a file.
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* @param bitmap The bitmap to save.
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*/
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static function saveScreenshot(bitmap:Bitmap)
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{
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makeScreenshotPath();
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var targetPath:String = getScreenshotPath();
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var pngData = encodePNG(bitmap);
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if (pngData == null)
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{
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trace('[WARN] Failed to encode PNG data.');
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return;
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}
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else
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{
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trace('Saving screenshot to: ' + targetPath);
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// TODO: Make this work on browser.
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FileUtil.writeBytesToPath(targetPath, pngData);
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}
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}
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}
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