pub struct ScreenshotManager { /* private fields */ }
Expand description

A resource which allows for taking screenshots of the window.

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impl ScreenshotManager

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pub fn take_screenshot( &mut self, window: Entity, callback: impl FnOnce(Image) + Send + Sync + 'static ) -> Result<(), ScreenshotAlreadyRequestedError>

Signals the renderer to take a screenshot of this frame.

The given callback will eventually be called on one of the AsyncComputeTaskPools threads.

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pub fn save_screenshot_to_disk( &mut self, window: Entity, path: impl AsRef<Path> ) -> Result<(), ScreenshotAlreadyRequestedError>

Signals the renderer to take a screenshot of this frame.

The screenshot will eventually be saved to the given path, and the format will be derived from the extension.

Examples found in repository?
examples/window/screenshot.rs (line 25)
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fn screenshot_on_spacebar(
    input: Res<ButtonInput<KeyCode>>,
    main_window: Query<Entity, With<PrimaryWindow>>,
    mut screenshot_manager: ResMut<ScreenshotManager>,
    mut counter: Local<u32>,
) {
    if input.just_pressed(KeyCode::Space) {
        let path = format!("./screenshot-{}.png", *counter);
        *counter += 1;
        screenshot_manager
            .save_screenshot_to_disk(main_window.single(), path)
            .unwrap();
    }
}

Trait Implementations§

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impl Default for ScreenshotManager

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fn default() -> ScreenshotManager

Returns the “default value” for a type. Read more
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impl Resource for ScreenshotManager
where ScreenshotManager: Send + Sync + 'static,

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<Image>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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impl<T> Borrow<T> for T
where T: ?Sized,

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