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ios Sprite Kit screengrab?

I am trying to get a screen grab of a view that has a SKScene in it. The technique I am using is:

UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, scale); [self.view.layer renderInContext:UIGraphicsGetCurrentContext()]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); 

This works great with normal UIViews, but for whatever reason it is ignoring all the sprites in the SKScene.

I'm not sure if this is a bug, or if Sprite Kit's rendering is separate from UIGraphics.

Question: How do I get a screen grab of an SKScene when the way that worked for UIViews seems to not work with Sprite Kit, or has anyone had success using UIGraphics context with Sprite Kit?

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Siegfoult Avatar asked Oct 24 '13 16:10

Siegfoult


2 Answers

You almost have it, but the problem is as explained in the comment above. If you want to capture SKScene contents, try something like this instead:

UIGraphicsBeginImageContextWithOptions(self.view.bounds.size, NO, scale); [self.view drawViewHierarchyInRect:self.bounds afterScreenUpdates:YES]; UIImage *viewImage = UIGraphicsGetImageFromCurrentImageContext(); UIGraphicsEndImageContext(); 

The solution is to basically use the new method drawViewHierarchyInRect:afterScreenUpdates instead, which is the best we have for now; note, it's not exactly speedy, so doing this in realtime will not be pretty.

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Matt Avatar answered Sep 24 '22 03:09

Matt


As a faster alternative, you can use the textureFromNode method on SKView, which returns an image of the view as an SKTexture. Simply pass the SKScene as the argument:

let texture = skView.textureFromNode(scene) 

Or to capture part of the scene:

let texture = skView.textureFromNode(scene, crop: cropRect) 
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ABakerSmith Avatar answered Sep 24 '22 03:09

ABakerSmith