Hi everyone, I was hoping someone could help me with the following. I have a button that saves a screenshot PNG to the Downloads folder when you press it.
What I want is for the button to disappear after it is pressed, so the screenshot does not include the two menu buttons called "%SaveReport" and "%BackMainMenu".
The code for the save button is listed below:
`
func _on_SaveReport_pressed():
$"%SaveReport".visible = false
$"%BackMainMenu".visible = false
print("I've disabled the buttons")
print("That means the screenshot SHOULD be button free")
take_screenshot()
$"%SaveReport".visible = true
$"%BackMainMenu".visible = true
`
As you can see, it calls the take_screenshot() function which is listed above:
`
func take_screenshot(): image = get_viewport().get_texture().get_image()
if OS.get_name() == "Web" or OS.has_feature('JavaScript'):
print("We're on the web")
# We're on the web
image.clear_mipmaps()
var buffer = image.save_png_to_buffer()
JavaScriptBridge.download_buffer(buffer, fileName)
if OS.get_name() != "Web" or !OS.has_feature('JavaScript'):
# We're not on the web
print("We're not on the web")
var docs = OS.get_environment("HOME") + "/Documents"
var title = str(docs + "/results",global_ints.observed_person_name, global_ints.observation_minutes,".png")
print(title)
var _saveimage = image.save_png(title)
if OS.get_name() != "OSX":
print("We're not on MacOS")
var _openfolder = OS.shell_open(docs)
if OS.get_name() == "OSX":
print("We're on MacOS")
var _openfolder = OS.shell_open("file://" + docs)
`
The code works. The screenshot is taken and it's saved to the Downloads folder and MacOS/Windows/Linux open up the Downloads folder straight after.
For the life of me, I can't figure out why the Back & Screenshot buttons ( "%SaveReport" and "%BackMainMenu") that I turn invisible BEFORE I call take_screenshot() end up being in the screenshot. Every single time.
Anyone have any ideas?
Thank you!
I took away the 2 .visible = true commands at the end, just to see if they were the culprit. They are not. It appears that the get_viewport().get_texture().get_image() command gets called before the interface elements are turned off, even though the order of code would make me think otherwise.
You did turn off the interface elements, but too late for the viewport image to reflect that (as it was taken at the end of last frame). Like @bruce965@lemmy.ml said, you should use
await get_tree().idle_frame
to wait until the image up to date, then get and save it.Thank you for this! I just tried it out but unfortunately Godot throws an error on
await get_tree().idle_frame
:Invalid get index 'idle_frame' (on base: 'SceneTree').
Could it be because I'm running in application mode, which only refreshes the screen if there's an update?
As an alternative, I've put the code to turn things off into its own function:
I've then tried an
await turn_off()
The code runs, but doesn't do anything and the screenshot still gets saved with the buttons visible.
I'm trying both await functions just before the take_screenshot() function like so:
Am I missing something very obvious here? Any help would be much appreciated!
Managed to fix it by using
await get_tree().process_frame
instead. It seems thatidle_frame
appears to no longer exist in Godot 4.1?So my full code for triggering the screenshot function is:
For some reason, I have to await before I turn the interface elements off, and after I've turned them off. It now works a treat for my app. Thank you for your assistance!
Oh nice, Godot changed something again. TIL about process_frame, thanks!