本篇文章給大家分享的是有關(guān)怎么在C# 中利用SDL2實(shí)現(xiàn)一個(gè)視頻播放窗口截圖,小編覺得挺實(shí)用的,因此分享給大家學(xué)習(xí),希望大家閱讀完這篇文章后可以有所收獲,話不多說,跟著小編一起來看看吧。
具體方法如下
/// <summary> /// SDL2截圖操作類 /// </summary> public unsafe class SDLScreenshot { IntPtr window;// 窗口對(duì)象 IntPtr renderer;// 播放窗口的渲染器(來自于已初始化的播放窗口渲染器) public SDLScreenshot(IntPtr window, IntPtr renderer) { this.window = window; this.renderer = renderer; } /// <summary> /// 保存截圖 /// </summary> /// <param name="width"></param> /// <param name="height"></param> /// <param name="path"></param> public void SaveBMP(int width, int height,string path) { // 判斷渲染器是否初始化 if (renderer == IntPtr.Zero) { Console.WriteLine("renderer is null ,please call Init() method."); return; } uint Rmask=0x00FF0000, Gmask = 0x0000FF00, Bmask = 0x000000FF, Amask = 0x00000000; // 獲取圖像數(shù)據(jù) SDL.SDL_Surface* surface= (SDL.SDL_Surface*)SDL.SDL_CreateRGBSurface(0, width, height, 32, Rmask, Gmask, Bmask, Amask); //設(shè)置紋理的數(shù)據(jù) SDL.SDL_Rect destrect; destrect.x = 0; destrect.y = 0; destrect.w = width; destrect.h = height; // 讀取并渲染圖像數(shù)據(jù) SDL.SDL_RenderReadPixels(renderer, ref destrect, SDL.SDL_PIXELFORMAT_ARGB8888, surface->pixels, surface->pitch); //保存圖片 int i = SDL.SDL_SaveBMP((IntPtr)surface, path); if (i != 0) { Console.WriteLine("screenshot failed." + SDL.SDL_GetError()); } SDL.SDL_FreeSurface((IntPtr)surface); //SDL.SDL_RenderClear(renderer); //SDL.SDL_DestroyRenderer(renderer); } /// <summary> /// 加載截圖 /// </summary> /// <param name="width"></param> /// <param name="height"></param> /// <param name="path"></param> public void LoadBMP(int width, int height, string path) { // 判斷渲染器是否初始化 if (renderer == IntPtr.Zero) { Console.WriteLine("renderer is null ,please call Init() method."); return; } // 加載圖片 IntPtr surface = SDL.SDL_LoadBMP(path); if (surface == IntPtr.Zero) { Console.WriteLine("load bmp failed." + SDL.SDL_GetError()); return; } IntPtr texture = SDL.SDL_CreateTextureFromSurface(renderer, surface); if (texture == IntPtr.Zero) { Console.WriteLine("create texture failed." + SDL.SDL_GetError()); return; } SDL.SDL_FreeSurface(surface); //設(shè)置紋理的數(shù)據(jù) SDL.SDL_Rect destrect; destrect.x = 0; destrect.y = 0; destrect.w = width; destrect.h = height; SDL.SDL_Rect srcrect = destrect; //SDL.SDL_RenderClear(renderer); SDL.SDL_RenderCopy(renderer, texture, ref srcrect, ref destrect); SDL.SDL_RenderPresent(renderer); //SDL.SDL_Delay(20); SDL.SDL_DestroyTexture(texture); //SDL.SDL_DestroyRenderer(renderer); //SDL.SDL_DestroyWindow(screen); //Quit SDL //SDL.SDL_Quit(); } }
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