69 lines
2.2 KiB
C#
69 lines
2.2 KiB
C#
/****************************************************************************
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* Copyright (c) 2017 liangxie
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*
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* http://qframework.io
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* https://github.com/liangxiegame/QFramework
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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****************************************************************************/
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using UnityEngine;
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namespace QFramework
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{
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public static class QUICameraUtil
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{
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public static Camera UICamera
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{
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get { return UIKit.Root.Camera; }
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}
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public static void SetPerspectiveMode()
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{
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UICamera.orthographic = false;
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}
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public static void SetOrthographicMode()
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{
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UICamera.orthographic = true;
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}
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public static Texture2D CaptureCamera(Rect rect)
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{
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var camera = UICamera;
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RenderTexture rt = new RenderTexture(Screen.width,Screen.height,0);
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camera.targetTexture = rt;
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camera.Render();
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RenderTexture.active = rt;
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Texture2D screenShot = new Texture2D((int) rect.width, (int) rect.height, TextureFormat.RGB24, false);
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screenShot.ReadPixels(rect,0,0);
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screenShot.Apply();
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camera.targetTexture = null;
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RenderTexture.active = null;
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rt.Release();
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Object.Destroy(rt);
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return screenShot;
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}
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}
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}
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