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| Sujet: [VX]Screenshot Taker Sam 25 Fév 2012 - 20:03 | |
| Auteur: Jet et Zeus81 ou Zeus tout court c'est comme tu veux. ^^ Ce script permet de faire un screen de votre map avec la touche F5 et de l'adapté directement (en gros c'est pareil qu'avec la touche Imp. écran sauf que vous prenez que ce qu'il y dans votre projet et non le reste comme votre bureau par exemple ^^). Script: - Code:
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#=============================================================================== # Screenshot Taker # By Jet10985 (Jet) # PNG and BMP saving code by: Zeus81 #=============================================================================== # This script will allow you to take screenshots of the current gamescreen # with the push of a button # This script has: 7 customization options. #=============================================================================== # Overwritten Methods: # None #------------------------------------------------------------------------------- # Aliased methods: # Graphics: update #=============================================================================== =begin Notes:
All screenshots are saved in a folder in the game directory called "Screenshots" and they are named sequentially, depending on how many screenshots are in the folder already. =end
module JetScreenshotTaker # Do you want to save the screenshot as a .bmp, or a .png? # .bmp is basically instant, and is 32-bit but the alpha channel is not # compatible with every image editing program. # .png is slightly slower but it is usually smaller than the .bmp # true is for .png, false if for .bmp SAVE_AS_PNG = true # Which button do you have to press to take a screenshot? SCREENSHOT_BUTTON = Input::F5 # Do you want a pop-up window to appear when a screenshot has been taken? # The popup window will display how many seconds it took for the screenshot POPUP_SCREENSHOT_WINDOW = true # Would you like a sound effect played when a screenshot is taken? SCREENSHOT_SE = true # What SE would you like played? SCREENSHOT_SE_FILE = "Decision2" # Do you want to add a "Watermark" or some other image ontop of screenshots? WATERMARK = false # What is the name of the watermark image name? # This should be in the Pictures folder # Watermark image starts at (0, 0) which is top left, so make the image # screen-sized and place the contents accordingly. WATERMARK_IMAGE = "Watermark" end
#=============================================================================== # DON'T EDIT FURTHER UNLESS YOU KNOW WHAT TO DO. #===============================================================================
# Bitmap export v 3.0 by Zeus81 class Bitmap RtlMoveMemory_pi = Win32API.new('kernel32', 'RtlMoveMemory', 'pii', 'i') RtlMoveMemory_ip = Win32API.new('kernel32', 'RtlMoveMemory', 'ipi', 'i') def address RtlMoveMemory_pi.call(a = "\0" * 4, __id__ * 2 + 16, 4) RtlMoveMemory_pi.call(a, a.unpack('L')[0] + 8, 4) RtlMoveMemory_pi.call(a, a.unpack('L')[0] + 16, 4) a.unpack('L')[0] end def export(filename) jet_file_type = JetScreenshotTaker::SAVE_AS_PNG ? ".png" : ".bmp" Dir.mkdir("Screenshots") unless File.directory?("Screenshots") filename = "Screenshots/Screenshot #{Dir.entries("Screenshots").size - 1}#{jet_file_type}" file = File.open(filename, 'wb') case format=File.extname(filename) when '.bmp' data, size = String.new, width*height*4 RtlMoveMemory_ip.call(data.__id__*2+8, [size,address].pack('L2'), 8) file.write(['BM',size+54,0,54,40,width,height,1,32,0,size,0,0,0,0].pack('a2L6S2L6')) file.write(data) RtlMoveMemory_ip.call(data.__id__*2+8, "\0"*8, 8) when '.png' def file.write_chunk(chunk) write([chunk.size-4].pack('N')) write(chunk) write([Zlib.crc32(chunk)].pack('N')) end file.write("\211PNG\r\n\32\n") file.write_chunk("IHDR#{[width,height,8,6,0,0,0].pack('N2C5')}") RtlMoveMemory_pi.call(data="\0"*(width*height*4), address, data.size) (width*height).times {|i| data[i<<=2,3] = data[i,3].reverse!} deflate, null_char, w4 = Zlib::Deflate.new(9), "\0", width*4 (height-1).downto(0) {|i| deflate << null_char << data[i*w4,w4]} file.write_chunk("IDAT#{deflate.finish}") deflate.close file.write_chunk('IEND') when ''; print("Export format missing for '#{filename}'.") else print("Export format '#{format}' not supported.") end file.close end end
class << Graphics alias jet9991_update update unless $@ def update(*args) jet9991_update(*args) if Input.trigger?(JetScreenshotTaker::SCREENSHOT_BUTTON) old_time = Time.now f = Graphics.snap_to_bitmap if JetScreenshotTaker::WATERMARK a = Cache.picture(JetScreenshotTaker::WATERMARK_IMAGE) f.blt(0, 0, a, a.rect) end f.export("Image") if JetScreenshotTaker::SCREENSHOT_SE RPG::SE.new(JetScreenshotTaker::SCREENSHOT_SE_FILE, 100, 100).play end if JetScreenshotTaker::POPUP_SCREENSHOT_WINDOW time = Time.now real_time = (time - old_time) elapsed_time = (real_time * 1000.0).to_i / 1000.0 p "Screenshot taken: #{elapsed_time} seconds" end end end end |
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Brandobscure001 Paladin (niveau 1)
Messages postés : 544 Date d'inscription : 02/08/2011 Jauge LPC :
| Sujet: Re: [VX]Screenshot Taker Sam 25 Fév 2012 - 20:05 | |
| C'est le Script que j'utilise depuis longtemps pour tout mes jeux. |
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