Files
godot-demo-projects/viewport/screen_capture/screen_capture.gd
Hugo Locurcio bac1e69164 Use static typing in all demos (#1063)
This leads to code that is easier to understand and runs
faster thanks to GDScript's typed instructions.

The untyped declaration warning is now enabled on all projects
where type hints were added. All projects currently run without
any untyped declration warnings.

Dodge the Creeps and Squash the Creeps demos intentionally don't
use type hints to match the documentation, where type hints haven't
been adopted yet (given its beginner focus).
2024-06-01 12:12:18 +02:00

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GDScript

extends Node
@onready var captured_image: TextureRect = $CapturedImage
@onready var capture_button: Button = $CaptureButton
func _ready() -> void:
# Focus button for keyboard/gamepad-friendly navigation.
capture_button.grab_focus()
func _on_capture_button_pressed() -> void:
# Retrieve the captured image.
var img := get_viewport().get_texture().get_image()
# Create a texture for it.
var tex := ImageTexture.create_from_image(img)
# Set the texture to the captured image node.
captured_image.set_texture(tex)
# Colorize the button with a random color, so you can see which button belongs to which capture.
capture_button.modulate = Color.from_hsv(randf(), randf_range(0.2, 0.8), 1.0)