69 lines
2.2 KiB
C#
Raw Normal View History

2024-12-14 18:27:59 +08:00
/****************************************************************************
* Copyright (c) 2017 liangxie
*
* http://qframework.io
* https://github.com/liangxiegame/QFramework
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
****************************************************************************/
using UnityEngine;
namespace QFramework
{
public static class QUICameraUtil
{
public static Camera UICamera
{
get { return UIKit.Root.Camera; }
}
public static void SetPerspectiveMode()
{
UICamera.orthographic = false;
}
public static void SetOrthographicMode()
{
UICamera.orthographic = true;
}
public static Texture2D CaptureCamera(Rect rect)
{
var camera = UICamera;
RenderTexture rt = new RenderTexture(Screen.width,Screen.height,0);
camera.targetTexture = rt;
camera.Render();
RenderTexture.active = rt;
Texture2D screenShot = new Texture2D((int) rect.width, (int) rect.height, TextureFormat.RGB24, false);
screenShot.ReadPixels(rect,0,0);
screenShot.Apply();
camera.targetTexture = null;
RenderTexture.active = null;
rt.Release();
Object.Destroy(rt);
return screenShot;
}
}
}